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	<title>The Quelmar Wiki - User contributions [en]</title>
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	<updated>2026-04-05T16:32:02Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Ravii_Kero&amp;diff=41032</id>
		<title>Ravii Kero</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Ravii_Kero&amp;diff=41032"/>
		<updated>2025-08-29T20:07:15Z</updated>

		<summary type="html">&lt;p&gt;E3va: Changed details, adding the Kero Brothers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_character|affilliation=The Unravel, Cavii&#039;s Cafe|name={{PAGENAME}}|caption=Let&#039;s make a deal.|relatives=Cavii Kero|alias=The Negotiator|species=Choeru}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;was born late. Exactly 3 minutes and 7 seconds late to be precise -- a fact that their grandmother never let them forget. [[Cavii Kero|Cavii]] was of course born right on schedule, and just kept right on doing everything else right in life too as far as everyone was concerned. Oh Cavii landed a nice job out of town. Oh Cavii is making such a nice name for themselves. Oh Cavii opened a cafe. Oh Cavii monogamized to such a lovely soul. Oh Cavii, Cavii, Cavii. Ravii on the other hand seemed to do exactly one thing very wrong early on, and it has followed them the rest of their lives:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ravii was not Cavii.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== History in [[Ravel]] ==&lt;br /&gt;
Ravii moved to Ravel just as soon as they could get out of town. They quickly settled in, rented a nice studio apartment, and formed a satisfying harem. They landed a job they were good at selling upscale homes in the elven district, making offers they couldn&#039;t refuse. If the offers weren&#039;t always above table, who was to blame Ravii?&lt;br /&gt;
&lt;br /&gt;
More than anything, they were content being out from under the Cavii Kero name. Don&#039;t get them wrong -- Ravii loved their brother, and knew them better than anyone else. They were often a sounding board for Cavii&#039;s bolder ideas, and a quiet editer of their worse ones, the gentle nudge that turned a good idea into a golden one. Ravii had talents of their own of course, but they just &#039;&#039;weren&#039;t Cavii&#039;&#039;, and so every meeting turned into disappointment when they shared the same face in a small town.&lt;br /&gt;
&lt;br /&gt;
Ravel was a chance to finally start fresh for the first time in their lives, and Ravii had truly made the best of it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
That is, until Cavii moved to town. Cavii moved to town, opened a raucously popular cafe, and suddenly their shared face was everywhere, but plastered only with Cavii&#039;s name. Once again, people were stopping them in the street, and Ravii once again had to be the constant bearer of bad news. &#039;&#039;They weren&#039;t Cavii.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Eventually, Ravii confronted Cavii about this, ready to fight, but instead came away with yet another deal. The success of Cavii&#039;s Cafe, combined with the connections Ravii had already made in the city made for a perfect storm. Cavii&#039;s Cafe would provide the front, and Ravii&#039;s real estate connections would provide the buyers. The Kero Brothers were finally in business together for once, and they were unstoppable.&lt;br /&gt;
&lt;br /&gt;
Then, Cavii&#039;s darling partner died. Rumors started to swirl that it wasn&#039;t a chance death, that someone had stacked the deck, and Ravii began to wonder if for the first time Cavii had finally suffered the wrong end of sharing a face with his dear brother. A deal had recently gone south on a piece of prime real estate on the water, one that would have been the jewel of the district, and Ravii had been at the center of it. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Had someone, &#039;&#039;&#039;&#039;&#039;finally&#039;&#039;&#039;&#039;&#039;, mistaken Cavii for Ravii?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The thought alone was enough to send Ravii into a spiral of hells all their own. They left the business. Sent their harem away. Moved houses -- frequently. They stayed away from the funeral for the off chance that whoever did this might look for them there, and put Cavii in jeopardy again. Add in a week or two of the Ravel law enforcement giving Ravii the runaround, and Ravii was tired. A feeling that eventually lead to the family&#039;s hallmark -- stubborn. Stubbornness, when aimed at the world around them, led to a cold, creeping, icy, spite that fractaled and wove through them until they were finally ready to truly earn the reputation they had always been mis-assigned. Ravii was ready to find who did this.&lt;br /&gt;
&lt;br /&gt;
While Cavii moved out of town, Ravii quickly learned of, and joined, The Unravel. They slowly climbed the ranks over the years, seeking the power and influence that could lead them to the answers they demanded. They became known as The Negotiator for their talents not only in hammering out deals, but in making sure you followed through with them. No one ever broke a deal again with The Negotiator without paying a terrible price.&lt;br /&gt;
&lt;br /&gt;
== History in the Fantasial Freeze ==&lt;br /&gt;
Ravii had managed to climb into a respectable ranking position among The Unravel before The Fantasial Freeze began, when they had to aside their personal vendetta just to survive. They used their vast network of connections to hunt down the cause of both the freeze, and the terrible diseases that seemed to come with it. Eventually, they came to the conclusion that something on the other side of death was causing these curses like the Wendigo -- and who better to chat with death than The Negotiator themselves? Ravii attempted to push their soul to the edge of death in order to meet with the beings that lived there. Unfortunately for Ravii, their companions in life were not attentive, and they did not return to their body. Realizing they were stuck on the other side, Ravii made the best of their situation and tried to learn about the fate Cavii&#039;s partner. &lt;br /&gt;
&lt;br /&gt;
Surprisingly, Cavii Kero&#039;s name seemed to open doors on this side of life the same way it had on the other, and they were lead eventually to Thesaurus -- a colossal, boney creature with little patience for Ravii&#039;s inquiries and a much higher tolerance for true death. Ravii&#039;s skills did not completely fail them, however, and they were able to negotiate their own freedom from this place in exchange for bringing Cavii Kero to Thesaurus. In the end, Ravii was able to send out whispers among the creatures on this plane to other souls on the brink of death in order to get the message to his brother, but these things took time. Months passed before Cavii, having finally received the message, attempted the same ritual Ravii had and was thereby brought to Thesaurus. Although Ravii had completed their side of the deal that was struck, it quickly became apparent that it was not at all Cavii Kero who Thesaurus actually sought. Ravii was no fool, however, and had ensured the right clauses were in the deal, allowing them to escape back to the mortal plane with their soul despite the misunderstanding.&lt;br /&gt;
&lt;br /&gt;
Thesuarus&#039; rage at the deal gone wrong was soon felt across Ravel as giant blow holes emerged -- one in the very elven district that had instigated this entire mess. The creatures that Ravii had met on the other side soon took on terrifying blowted forms in the mortal plane, and now run entirely amuck in the city.&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;br /&gt;
{{Worldbuilders}}&lt;/div&gt;</summary>
		<author><name>E3va</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Ravii_Kero&amp;diff=41031</id>
		<title>Ravii Kero</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Ravii_Kero&amp;diff=41031"/>
		<updated>2025-08-29T19:38:30Z</updated>

		<summary type="html">&lt;p&gt;E3va: added ravel link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_character|affilliation=The Unravel, Cavii&#039;s Cafe|name={{PAGENAME}}|caption=Let&#039;s make a deal.|relatives=Cavii Kero|alias=The Negotiator|species=Choeru}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;was born late. Exactly 3 minutes and 7 seconds late to be precise -- a fact that their grandmother never let them forget. [[Cavii Kero|Cavii]] was of course born right on schedule, and just kept right on doing everything else right in life too as far as everyone was concerned. Oh Cavii landed a nice job out of town. Oh Cavii is making such a nice name for themselves. Oh Cavii opened a cafe. Oh Cavii monogamized to such a lovely soul. Oh Cavii, Cavii, Cavii. Ravii on the other hand seemed to do exactly one thing very wrong early on, and it has followed them the rest of their lives:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ravii was not Cavii.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== History in [[Ravel]] ==&lt;br /&gt;
Ravii moved to Ravel just as soon as they could get out of town. They quickly settled in, rented a nice studio apartment, and formed a satisfying harem. They landed a job they were good at selling upscale homes in the elven district, making offers they couldn&#039;t refuse.&lt;br /&gt;
&lt;br /&gt;
More than anything, they were content being out from under the Cavii Kero name. Don&#039;t get them wrong -- Ravii loved their brother, and knew them better than anyone else. They were often a sounding board for Cavii&#039;s bolder ideas, and a quiet editer of their worse ones, the gentle nudge that turned a good idea into a golden one. Ravii had talents of their own of course, but they just &#039;&#039;weren&#039;t Cavii&#039;&#039;, and so every meeting turned into disappointment when they shared the same face in a small town.&lt;br /&gt;
&lt;br /&gt;
Ravel was a chance to finally start fresh for the first time in their lives, and Ravii had truly made the best of it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
That is, until Cavii moved to town. Cavii moved to town, opened a raucously popular cafe, and suddenly their shared face was everywhere, but plastered only with Cavii&#039;s name. Once again, people were stopping them in the street, and Ravii once again had to be the constant bearer of bad news. &#039;&#039;They weren&#039;t Cavii.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Then, Cavii&#039;s darling partner died. Rumors started to swirl that it wasn&#039;t a chance death, that someone had stacked the deck, and Ravii began to wonder if for the first time Cavii had finally suffered the wrong end of sharing a face with his dear brother. A deal had recently gone south on a piece of prime real estate on the water, one that would have been the jewel of the district, and Ravii had been at the center of it. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Had someone, &#039;&#039;&#039;&#039;&#039;finally&#039;&#039;&#039;&#039;&#039;, mistaken Cavii for Ravii?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The thought alone was enough to send Ravii into a spiral of hells all their own. They quit their job. Sent their harem away. Moved houses -- frequently. They stayed away from the funeral for the off chance that whoever did this might look for them there, and put Cavii in jeopardy again. Add in a week or two of the Ravel law enforcement giving Ravii the runaround, and Ravii was tired. A feeling that eventually lead to the family&#039;s hallmark -- stubborn. Stubbornness, when aimed at the world around them, led to a cold, creeping, icy, spite that fractaled and wove through them until they were finally ready to truly earn the reputation they had always been mis-assigned. Ravii was ready to find who did this.&lt;br /&gt;
&lt;br /&gt;
They quickly learned of, and joined, The Unravel. They slowly climbed the ranks over the years, seeking the power and influence that could lead them to the answers they demanded. They became known as The Negotiator for their talents not only in hammering out deals, but in making sure you followed through with them. No one ever broke a deal again with The Negotiator without paying a terrible price.&lt;br /&gt;
&lt;br /&gt;
== History in the Fantasial Freeze ==&lt;br /&gt;
Ravii had managed to climb into a respectable ranking position among The Unravel before The Fantasial Freeze began, when they had to aside their personal vendetta just to survive. They used their vast network of connections to hunt down the cause of both the freeze, and the terrible diseases that seemed to come with it. Eventually, they came to the conclusion that something on the other side of death was causing these curses like the Wendigo -- and who better to chat with death than The Negotiator themselves? Ravii attempted to push their soul to the edge of death in order to meet with the beings that lived there. Unfortunately for Ravii, their companions in life were not attentive, and they did not return to their body. Realizing they were stuck on the other side, Ravii made the best of their situation and tried to learn about the fate Cavii&#039;s partner. &lt;br /&gt;
&lt;br /&gt;
Surprisingly, Cavii Kero&#039;s name seemed to open doors on this side of life the same way it had on the other, and they were lead eventually to Thesaurus -- a colossal, boney creature with little patience for Ravii&#039;s inquiries and a much higher tolerance for true death. Ravii&#039;s skills did not completely fail them, however, and they were able to negotiate their own freedom from this place in exchange for bringing Cavii Kero to Thesaurus. In the end, Ravii was able to send out whispers among the creatures on this plane to other souls on the brink of death in order to get the message to his brother, but these things took time. Months passed before Cavii, having finally received the message, attempted the same ritual Ravii had and was thereby brought to Thesaurus. Although Ravii had completed their side of the deal that was struck, it quickly became apparent that it was not at all Cavii Kero who Thesaurus actually sought. Ravii was no fool, however, and had ensured the right clauses were in the deal, allowing them to escape back to the mortal plane with their soul despite the misunderstanding.&lt;br /&gt;
&lt;br /&gt;
Thesuarus&#039; rage at the deal gone wrong was soon felt across Ravel as giant blow holes emerged -- one in the very elven district that had instigated this entire mess. The creatures that Ravii had met on the other side soon took on terrifying blowted forms in the mortal plane, and now run entirely amuck in the city.&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;br /&gt;
{{Worldbuilders}}&lt;/div&gt;</summary>
		<author><name>E3va</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Ravii_Kero&amp;diff=41030</id>
		<title>Ravii Kero</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Ravii_Kero&amp;diff=41030"/>
		<updated>2025-08-29T19:37:54Z</updated>

		<summary type="html">&lt;p&gt;E3va: Made the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_character|affilliation=The Unravel, Cavii&#039;s Cafe|name={{PAGENAME}}|caption=Let&#039;s make a deal.|relatives=Cavii Kero|alias=The Negotiator|species=Choeru}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;was born late. Exactly 3 minutes and 7 seconds late to be precise -- a fact that their grandmother never let them forget. [[Cavii Kero|Cavii]] was of course born right on schedule, and just kept right on doing everything else right in life too as far as everyone was concerned. Oh Cavii landed a nice job out of town. Oh Cavii is making such a nice name for themselves. Oh Cavii opened a cafe. Oh Cavii monogamized to such a lovely soul. Oh Cavii, Cavii, Cavii. Ravii on the other hand seemed to do exactly one thing very wrong early on, and it has followed them the rest of their lives:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ravii was not Cavii.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== History in Ravel ==&lt;br /&gt;
Ravii moved to Ravel just as soon as they could get out of town. They quickly settled in, rented a nice studio apartment, and formed a satisfying harem. They landed a job they were good at selling upscale homes in the elven district, making offers they couldn&#039;t refuse.&lt;br /&gt;
&lt;br /&gt;
More than anything, they were content being out from under the Cavii Kero name. Don&#039;t get them wrong -- Ravii loved their brother, and knew them better than anyone else. They were often a sounding board for Cavii&#039;s bolder ideas, and a quiet editer of their worse ones, the gentle nudge that turned a good idea into a golden one. Ravii had talents of their own of course, but they just &#039;&#039;weren&#039;t Cavii&#039;&#039;, and so every meeting turned into disappointment when they shared the same face in a small town.&lt;br /&gt;
&lt;br /&gt;
Ravel was a chance to finally start fresh for the first time in their lives, and Ravii had truly made the best of it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
That is, until Cavii moved to town. Cavii moved to town, opened a raucously popular cafe, and suddenly their shared face was everywhere, but plastered only with Cavii&#039;s name. Once again, people were stopping them in the street, and Ravii once again had to be the constant bearer of bad news. &#039;&#039;They weren&#039;t Cavii.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Then, Cavii&#039;s darling partner died. Rumors started to swirl that it wasn&#039;t a chance death, that someone had stacked the deck, and Ravii began to wonder if for the first time Cavii had finally suffered the wrong end of sharing a face with his dear brother. A deal had recently gone south on a piece of prime real estate on the water, one that would have been the jewel of the district, and Ravii had been at the center of it. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Had someone, &#039;&#039;&#039;&#039;&#039;finally&#039;&#039;&#039;&#039;&#039;, mistaken Cavii for Ravii?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The thought alone was enough to send Ravii into a spiral of hells all their own. They quit their job. Sent their harem away. Moved houses -- frequently. They stayed away from the funeral for the off chance that whoever did this might look for them there, and put Cavii in jeopardy again. Add in a week or two of the Ravel law enforcement giving Ravii the runaround, and Ravii was tired. A feeling that eventually lead to the family&#039;s hallmark -- stubborn. Stubbornness, when aimed at the world around them, led to a cold, creeping, icy, spite that fractaled and wove through them until they were finally ready to truly earn the reputation they had always been mis-assigned. Ravii was ready to find who did this.&lt;br /&gt;
&lt;br /&gt;
They quickly learned of, and joined, The Unravel. They slowly climbed the ranks over the years, seeking the power and influence that could lead them to the answers they demanded. They became known as The Negotiator for their talents not only in hammering out deals, but in making sure you followed through with them. No one ever broke a deal again with The Negotiator without paying a terrible price.&lt;br /&gt;
&lt;br /&gt;
== History in the Fantasial Freeze ==&lt;br /&gt;
Ravii had managed to climb into a respectable ranking position among The Unravel before The Fantasial Freeze began, when they had to aside their personal vendetta just to survive. They used their vast network of connections to hunt down the cause of both the freeze, and the terrible diseases that seemed to come with it. Eventually, they came to the conclusion that something on the other side of death was causing these curses like the Wendigo -- and who better to chat with death than The Negotiator themselves? Ravii attempted to push their soul to the edge of death in order to meet with the beings that lived there. Unfortunately for Ravii, their companions in life were not attentive, and they did not return to their body. Realizing they were stuck on the other side, Ravii made the best of their situation and tried to learn about the fate Cavii&#039;s partner. &lt;br /&gt;
&lt;br /&gt;
Surprisingly, Cavii Kero&#039;s name seemed to open doors on this side of life the same way it had on the other, and they were lead eventually to Thesaurus -- a colossal, boney creature with little patience for Ravii&#039;s inquiries and a much higher tolerance for true death. Ravii&#039;s skills did not completely fail them, however, and they were able to negotiate their own freedom from this place in exchange for bringing Cavii Kero to Thesaurus. In the end, Ravii was able to send out whispers among the creatures on this plane to other souls on the brink of death in order to get the message to his brother, but these things took time. Months passed before Cavii, having finally received the message, attempted the same ritual Ravii had and was thereby brought to Thesaurus. Although Ravii had completed their side of the deal that was struck, it quickly became apparent that it was not at all Cavii Kero who Thesaurus actually sought. Ravii was no fool, however, and had ensured the right clauses were in the deal, allowing them to escape back to the mortal plane with their soul despite the misunderstanding.&lt;br /&gt;
&lt;br /&gt;
Thesuarus&#039; rage at the deal gone wrong was soon felt across Ravel as giant blow holes emerged -- one in the very elven district that had instigated this entire mess. The creatures that Ravii had met on the other side soon took on terrifying blowted forms in the mortal plane, and now run entirely amuck in the city.&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;br /&gt;
{{Worldbuilders}}&lt;/div&gt;</summary>
		<author><name>E3va</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Savile&amp;diff=41028</id>
		<title>Savile</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Savile&amp;diff=41028"/>
		<updated>2025-08-29T18:38:55Z</updated>

		<summary type="html">&lt;p&gt;E3va: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_character|affilliation=Cavi&#039;s Cafe &amp;amp; The City of Ravel|name={{PAGENAME}}|image=Savile.png|caption=I&#039;m just a simple tailor!|playerName=Rachael Huxford|deathDate=Unknown (currently missing)|species=Kitsune}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}} Poole &#039;&#039;&#039;(or Savvy to their friends -- never Poole) is a nine-tailed [[Kitsune]] tailor who quite purposefully stumbled into an adventure they were not prepared for. They aim to bring the liturgy of high fashion to the adventuring world -- even if they have to die trying.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
The story that every Poole hears in front of the fire on a chilly evening, wrapped in a quilt, and darning yet another sock (which always seems to go missing before the next laundry day, doesn&#039;t it?) goes as follows:&lt;br /&gt;
&lt;br /&gt;
Ever since the first creature pulled themselves out of the cosmic (or divine depending on your predilection) primordial ooze, the Kitsune of this plane had begun their first steps. Ever since the first creature banged another over the head with a nice stick, [[Quelmar]] had taken its. And ever since the first leaf fell on a creature as they lounged, and they thought &amp;quot;oh, I rather like the way that looks&amp;quot;, the Pooles had taken theirs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This family of Pooles is one of the first lines of [[weave]] in the tapestry of [[Ravel]] -- literally. They were charged with weaving the first tapestry (currently hanging in city hall) of Ravel back when the city (which was then just a group of artists looking for commune) was founded. Of course their kin have spread far and wide both in the city and out since then, but they built the clothing district with their own paws, and have always owned that beautiful starry sky shop on the corner in the heart of town. The Pooles all love that shop, and you can always find any of the numerous generations of Pooles inside. Although they all carry an ageless quality about them, you can always identify which generation they come from by the number of tails they carry -- the more tails, the younger the generation (be careful of the twins though, their tails got split between them and they are not in fact as venerated as they claim)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Eventually, when their last tail grows to its full length, each Poole gets to name a focus for themselves. Some choose a particular style of garment or fabric, others choose instead to put their time into the business side of things, or into the dyeing and creation of new clothing materials, but all stay within the family trade. Savile was no exception, and at rather young age grew out their nineth tail (rather faster than the twin who attempted to trick everyone with a rather impressive fake). Since they could toddle, Savile had been fascinated by the adventurers and wanderers perusing the armor and amulets in the clothing district. It was only natural that by the time they fluffed out, their fascination would turn to dedication.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Savile pioneered stylish adventuring accessories in Ravel. Previously the thought was if it works, and will inevitably get dirty on the road (or dented by the rogue), then why bother also making it &#039;&#039;pretty.&#039;&#039; Savile was just beginning to prove though that they could sew together adventuring pieces of both stylish form and deadly function&#039;&#039;&#039;.&#039;&#039;&#039; Yet, never having been on an adventure themselves, they occasionally missed the mark a bit. While a cloak which dazzled like the sun on command sounded like the perfect paladin accessory straight from the pages of Selune, it seemed to be a bit impractical given that each individual metallic scale not only clanked louder than the bell at sight of a storm, but also had the bad habit of reflecting the actual sun into the eyes of teammates at any unfortunate angle. It only took two or three of these mishaps before Savile decided (imagine this in your best [[Quimbleton]] voice) there is Research to be done!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So Savile sold off as much of their first failed line as they could, and set off to sea with Captain Crezzerin to waters unknown to find adventure of their own.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;br /&gt;
[[Category:Fantasial Freeze]]&lt;br /&gt;
{{Worldbuilders}}&lt;br /&gt;
&lt;br /&gt;
== Acts in the [[The Fantasial Freeze|Fantasial Freeze]] ==&lt;br /&gt;
During the Freeze, Savile did everything they could to serve the people of Ravel as her ancestors had. She planted the first garden at [[Cavii Kero|Cavii&#039;s]] Cafe to help feed the masses and spent hours studying with Quimbleton to learn to imbue the healing arts into amulets. But something, or someone, seemed to have loosened a thread in the weave of Savile&#039;s fate. As they ventured with [[Luv]] into the Unravel, Savile met this dark presence for the first time as it took [[Sven]], and wove it into their cloak. Thereafter, she seemed to have gained the power of their fallen friend -- the ability to create a fiery breath, and managed to save a prophet named Pietro in the process. Pietro, however, had also drawn the attention of the cold and as Pietro too twisted into a Wendigo before Savile&#039;s eyes, the second friend in as many days was consumed by flame. In a desperate attempt to push back, to re-weave the frayed tapestry of Ravel, Savile then spent weeks braving the darkest alleys to experiment and seek out the antidote for the terrifying disease -- even converting their garden to grow the necessary fauna. &#039;&#039;It didn&#039;t like that.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Tinker, Tailor, Eldritch Eye ==&lt;br /&gt;
&lt;br /&gt;
==== The Events of Paraska Manor from Savile&#039;s POV ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gods, it was cold. &#039;&#039;And it knew their names.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As Savile stood transfixed by Luv scrawling all of their deepest desires, no &#039;&#039;needs,&#039;&#039; on the wall in that gaudy neon blue paint, she couldn’t help but glance over at Kara – the whole reason they were in this mess. Savile remembered that flash of fear in Kara’s eyes when they first gazed upon the never-ending freeze together. How it rooted icy in the center of Kara’s gaze until a slow, determined fire burned it away. In that moment, Kara turned back towards Savile, and the heat warmed her soul, giving her the courage she needed to fight side by side with Kara back to the damn city they had both tried to flee in the first place. That day had sewn their fates together as far Savile was concerned. So when she heard Kara was headed towards yet another frost – there was no way she was headed there alone.&lt;br /&gt;
&lt;br /&gt;
Now, however, watching Luv’s innate empathy twisted into this curse? &#039;&#039;Or power?&#039;&#039; Savile was torn. If Luv’s abilities could be enhanced and amplified, &#039;&#039;maybe Savile’s could be too&#039;&#039;. Maybe they could finally create something truly inspired. &#039;&#039;Maybe she could finally prove to the rest of the Pooles that their adventuring gear business was worth the effort&#039;&#039; – &#039;&#039;that people deserved more that just style, but safety as well.&#039;&#039; Wait, was that selfish? &#039;&#039;&#039;N̸̲̐Ö̶́͋&#039;&#039;&#039;  Either way, Quimbleton must be rubbing off on her because she needed to know more. &lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
As she turned to ask Quimbleton just what the hells was going on, he was gone and instead a seamstress’s mannequin stood before her dressed in an outfit she didn’t recognize. She could hear Quimblton’s normally rocky voice reaching a frantic fever pitch as he explained something that clearly terrified him, but she couldn’t tear her eyes away from the masterpiece in front of her. How did they get here? How long had she been staring at this? She needed to turn to Quimbleton and find out why he was so upset. He was usually right about these things. But this outfit was the most clever bit of craftsmanship she had ever seen. Textiles, and what was that? &#039;&#039;Leather?&#039;&#039; Had been stitched seamlessly together &#039;&#039;to make a playground of texture and functionality.&#039;&#039; Extra protection in the places that needed it, and style in all the others. &#039;&#039;Gods, this material was so soft,&#039;&#039; &#039;&#039;and it seemed warm to the touch like a chair in front of a warm fire&#039;&#039; – like Kara – Of course! Why hadn’t she thought of this before?? If you could imbue a material with the essence of a being, then that material could store all of their innate protections. &#039;&#039;Kara’s fire, Quimbleton’s intelligence, and Luv&#039;&#039; – &amp;lt;big&amp;gt;&#039;&#039;&#039;&#039;&#039;Y̶͙͋E̵̛̺S̷̬̀ ̷̢̂G̴̜̃E̵̠̕T̸̥̓ ̷̝̚Ț̶̊H̸̾͜EM&#039;&#039;&#039;&#039;&#039;&amp;lt;/big&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Savile turned just as her name tumbled from Luv’s mouth and &#039;&#039;floated in the air between them. A single thread. Savile followed it to Luv and saw it fractal and web around their forearm which twisted beneath her light touch to change between many changeling skins. The perfect material. Hadn’t Kara been asking for a bit of new armor?&#039;&#039; Savile was faintly aware of a commotion beginning around them. &#039;&#039;But Luv, the innate protector, could shield Kara forever this way. Could let Kara wear any skin, disguise at will, disappear into any crowd –&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;~ S A V I L E ~&amp;lt;/big&amp;gt;&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Savile felt the letters scrawl themselves into her own flesh, and heard Kara’s voice like a lightning bolt to her soul. There it was again – that determined flame behind Kara’s stare, except this time it was freezing into self-loathing as Kara’s gaze fell on Savile’s now red and bloody fur. She flicked her eyes up to Luv’s – much closer than she remembered them being – but Luv was staring at the claw marks Savile’s tight grip had left in her arm. She looked to Quimbleton, desperate for any explanation, but she saw bright blue fear coating his gaze like frosted glass as he shakily asked her to drop the bone awl in her hand – what bone awl? When had she picked up that? Something was wrong. Very wrong. It was time for them to &amp;lt;s&amp;gt;go&amp;lt;/s&amp;gt;. &#039;&#039;Stay.&#039;&#039; They needed to &amp;lt;s&amp;gt;RUN&amp;lt;/s&amp;gt;. &#039;&#039;&#039;S̶̈́͘T̴̹́Ȁ̵̃Ý̵̡&#039;&#039;&#039; Why weren’t they listening to her? Why weren’t they leaving??!! She turned to Luv to beg them to just get out, &#039;&#039;but that thread that once connected them had spread now, weaving a knotted web around Luv that she was already trapped in like a fly. Immobilized and ready for her gentle, artistic touch. To be transformed into a stunning new work of art by her hands. The most beautiful leather armor for –&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Savile bit her tongue hard as the ground fell out from beneath her and she watched with a mix of horror and relief as all her friends fled. It was for the best. Hopefully they could make it out. Something was wrong with her. She couldn’t stop herself, however, as she selfishly asked them once last time to take her too. Please, &#039;&#039;&#039;S̷̓̄ ̸̛̄T̶̞̓ ̶̈́̿Á̵̀ ̴̰͗Y̵͈̋&#039;&#039;&#039; She could have sworn she heard Luv’s footsteps falter for a second. But all too soon she was alone. Alone with her thoughts, &#039;&#039;and all the time in the world to play. To design. The possibilities began to dance her mind’s eye. One blowt was powerful, surely, but what if you could combine their powers? Wouldn’t the shell of a turtle of blowt make such a nice chest piece for a whalefolk? Savile slowly reached out her hand, and the web answered -- molding easily beneath her touch. Yes, she could certainly stay here awhile – and &#039;&#039;&#039;learn.&#039;&#039;&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>E3va</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Savile&amp;diff=40107</id>
		<title>Savile</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Savile&amp;diff=40107"/>
		<updated>2025-07-08T20:17:09Z</updated>

		<summary type="html">&lt;p&gt;E3va: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_character|affilliation=Cavi&#039;s Cafe &amp;amp; The City of Ravel|name={{PAGENAME}}|image=Savile.png|caption=I&#039;m just a simple tailor!|playerName=Rachael Huxford|species=Kitsune}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}} Poole &#039;&#039;&#039;(or Savvy to their friends -- never Poole) is a nine-tailed [[Kitsune]] tailor who quite purposefully stumbled into an adventure they were not prepared for. They aim to bring the liturgy of high fashion to the adventuring world -- even if they have to die trying.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
The story that every Poole hears in front of the fire on a chilly evening, wrapped in a quilt, and darning yet another sock (which always seems to go missing before the next laundry day, doesn&#039;t it?) goes as follows:&lt;br /&gt;
&lt;br /&gt;
Ever since the first creature pulled themselves out of the cosmic (or divine depending on your predilection) primordial ooze, the Kitsune of this plane had begun their first steps. Ever since the first creature banged another over the head with a nice stick, [[Quelmar]] had taken its. And ever since the first leaf fell on a creature as they lounged, and they thought &amp;quot;oh, I rather like the way that looks&amp;quot;, the Pooles had taken theirs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This family of Pooles is one of the first lines of [[weave]] in the tapestry of [[Ravel]] -- literally. They were charged with weaving the first tapestry (currently hanging in city hall) of Ravel back when the city (which was then just a group of artists looking for commune) was founded. Of course their kin have spread far and wide both in the city and out since then, but they built the clothing district with their own paws, and have always owned that beautiful starry sky shop on the corner in the heart of town. The Pooles all love that shop, and you can always find any of the numerous generations of Pooles inside. Although they all carry an ageless quality about them, you can always identify which generation they come from by the number of tails they carry -- the more tails, the younger the generation (be careful of the twins though, their tails got split between them and they are not in fact as venerated as they claim)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Eventually, when their last tail grows to its full length, each Poole gets to name a focus for themselves. Some choose a particular style of garment or fabric, others choose instead to put their time into the business side of things, or into the dyeing and creation of new clothing materials, but all stay within the family trade. Savile was no exception, and at rather young age grew out their nineth tail (rather faster than the twin who attempted to trick everyone with a rather impressive fake). Since they could toddle, Savile had been fascinated by the adventurers and wanderers perusing the armor and amulets in the clothing district. It was only natural that by the time they fluffed out, their fascination would turn to dedication.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Savile pioneered stylish adventuring accessories in Ravel. Previously the thought was if it works, and will inevitably get dirty on the road (or dented by the rogue), then why bother also making it &#039;&#039;pretty.&#039;&#039; Savile was just beginning to prove though that they could sew together adventuring pieces of both stylish form and deadly function&#039;&#039;&#039;.&#039;&#039;&#039; Yet, never having been on an adventure themselves, they occasionally missed the mark a bit. While a cloak which dazzled like the sun on command sounded like the perfect paladin accessory straight from the pages of Selune, it seemed to be a bit impractical given that each individual metallic scale not only clanked louder than the bell at sight of a storm, but also had the bad habit of reflecting the actual sun into the eyes of teammates at any unfortunate angle. It only took two or three of these mishaps before Savile decided (imagine this in your best [[Quimbleton]] voice) there is Research to be done!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So Savile sold off as much of their first failed line as they could, and set off to sea with Captain Crezzerin to waters unknown to find adventure of their own.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;br /&gt;
[[Category:Fantasial Freeze]]&lt;br /&gt;
{{Worldbuilders}}&lt;br /&gt;
&lt;br /&gt;
== Acts in the [[The Fantasial Freeze|Fantasial Freeze]] ==&lt;br /&gt;
During the Freeze, Savile did everything they could to serve the people of Ravel as her ancestors had. She planted the first garden at [[Cavii Kero|Cavii&#039;s]] Cafe to help feed the masses and spent hours studying with Quimbleton to learn to imbue the healing arts into amulets. But something, or someone, seemed to have loosened a thread in the weave of Savile&#039;s fate. As they ventured with [[Luv]] into the Unravel, Savile met this dark presence for the first time as it took [[Sven]], and wove it into their cloak. Thereafter, she seemed to have gained the power of their fallen friend -- the ability to create a fiery breath, and managed to save a prophet named Pietro in the process. Pietro, however, had also drawn the attention of the cold and as Pietro too twisted into a Wendigo before Savile&#039;s eyes, the second friend in as many days was consumed by flame. In a desperate attempt to push back, to re-weave the frayed tapestry of Ravel, Savile then spent weeks braving the darkest alleys to experiment and seek out the antidote for the terrifying disease -- even converting their garden to grow the necessary fauna. &#039;&#039;It didn&#039;t like that.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Tinker Tailor, Eldritch Eye ==&lt;br /&gt;
&lt;br /&gt;
==== The Events of Paraska Manor from Savile&#039;s POV ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gods, it was cold. &#039;&#039;And it knew their names.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As Savile stood transfixed by Luv scrawling all of their deepest desires, no &#039;&#039;needs,&#039;&#039; on the wall in that gaudy neon blue paint, she couldn’t help but glance over at Kara – the whole reason they were in this mess. Savile remembered that flash of fear in Kara’s eyes when they first gazed upon the never-ending freeze together. How it rooted icy in the center of Kara’s gaze until a slow, determined fire burned it away. In that moment, Kara turned back towards Savile, and the heat warmed her soul, giving her the courage she needed to fight side by side with Kara back to the damn city they had both tried to flee in the first place. That day had sewn their fates together as far Savile was concerned. So when she heard Kara was headed towards yet another frost – there was no way she was headed there alone.&lt;br /&gt;
&lt;br /&gt;
Now, however, watching Luv’s innate empathy twisted into this curse? &#039;&#039;Or power?&#039;&#039; Savile was torn. If Luv’s abilities could be enhanced and amplified, &#039;&#039;maybe Savile’s could be too&#039;&#039;. Maybe they could finally create something truly inspired. &#039;&#039;Maybe she could finally prove to the rest of the Pooles that their adventuring gear business was worth the effort&#039;&#039; – &#039;&#039;that people deserved more that just style, but safety as well.&#039;&#039; Wait, was that selfish? &#039;&#039;&#039;N̸̲̐Ö̶́͋&#039;&#039;&#039;  Either way, Quimbleton must be rubbing off on her because she needed to know more. &lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
As she turned to ask Quimbleton just what the hells was going on, he was gone and instead a seamstress’s mannequin stood before her dressed in an outfit she didn’t recognize. She could hear Quimblton’s normally rocky voice reaching a frantic fever pitch as he explained something that clearly terrified him, but she couldn’t tear her eyes away from the masterpiece in front of her. How did they get here? How long had she been staring at this? She needed to turn to Quimbleton and find out why he was so upset. He was usually right about these things. But this outfit was the most clever bit of craftsmanship she had ever seen. Textiles, and what was that? &#039;&#039;Leather?&#039;&#039; Had been stitched seamlessly together &#039;&#039;to make a playground of texture and functionality.&#039;&#039; Extra protection in the places that needed it, and style in all the others. &#039;&#039;Gods, this material was so soft,&#039;&#039; &#039;&#039;and it seemed warm to the touch like a chair in front of a warm fire&#039;&#039; – like Kara – Of course! Why hadn’t she thought of this before?? If you could imbue a material with the essence of a being, then that material could store all of their innate protections. &#039;&#039;Kara’s fire, Quimbleton’s intelligence, and Luv&#039;&#039; – &amp;lt;big&amp;gt;&#039;&#039;&#039;&#039;&#039;Y̶͙͋E̵̛̺S̷̬̀ ̷̢̂G̴̜̃E̵̠̕T̸̥̓ ̷̝̚Ț̶̊H̸̾͜EM&#039;&#039;&#039;&#039;&#039;&amp;lt;/big&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Savile turned just as her name tumbled from Luv’s mouth and &#039;&#039;floated in the air between them. A single thread. Savile followed it to Luv and saw it fractal and web around their forearm which twisted beneath her light touch to change between many changeling skins. The perfect material. Hadn’t Kara been asking for a bit of new armor?&#039;&#039; Savile was faintly aware of a commotion beginning around them. &#039;&#039;But Luv, the innate protector, could shield Kara forever this way. Could let Kara wear any skin, disguise at will, disappear into any crowd –&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;~ S A V I L E ~&amp;lt;/big&amp;gt;&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Savile felt the letters scrawl themselves into her own flesh, and heard Kara’s voice like a lightning bolt to her soul. There it was again – that determined flame behind Kara’s stare, except this time it was freezing into self-loathing as Kara’s gaze fell on Savile’s now red and bloody fur. She flicked her eyes up to Luv’s – much closer than she remembered them being – but Luv was staring at the claw marks Savile’s tight grip had left in her arm. She looked to Quimbleton, desperate for any explanation, but she saw bright blue fear coating his gaze like frosted glass as he shakily asked her to drop the bone awl in her hand – what bone awl? When had she picked up that? Something was wrong. Very wrong. It was time for them to &amp;lt;s&amp;gt;go&amp;lt;/s&amp;gt;. &#039;&#039;Stay.&#039;&#039; They needed to &amp;lt;s&amp;gt;RUN&amp;lt;/s&amp;gt;. &#039;&#039;&#039;S̶̈́͘T̴̹́Ȁ̵̃Ý̵̡&#039;&#039;&#039; Why weren’t they listening to her? Why weren’t they leaving??!! She turned to Luv to beg them to just get out, &#039;&#039;but that thread that once connected them had spread now, weaving a knotted web around Luv that she was already trapped in like a fly. Immobilized and ready for her gentle, artistic touch. To be transformed into a stunning new work of art by her hands. The most beautiful leather armor for –&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Savile bit her tongue hard as the ground fell out from beneath her and she watched with a mix of horror and relief as all her friends fled. It was for the best. Hopefully they could make it out. Something was wrong with her. She couldn’t stop herself, however, as she selfishly asked them once last time to take her too. Please, &#039;&#039;&#039;S̷̓̄ ̸̛̄T̶̞̓ ̶̈́̿Á̵̀ ̴̰͗Y̵͈̋&#039;&#039;&#039; She could have sworn she heard Luv’s footsteps falter for a second. But all too soon she was alone. Alone with her thoughts, &#039;&#039;and all the time in the world to play. To design. The possibilities began to dance her mind’s eye. One blowt was powerful, surely, but what if you could combine their powers? Wouldn’t the shell of a turtle of blowt make such a nice chest piece for a whalefolk? Savile slowly reached out her hand, and the web answered -- molding easily beneath her touch. Yes, she could certainly stay here awhile – and &#039;&#039;&#039;learn.&#039;&#039;&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>E3va</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=File:Savile.png&amp;diff=39980</id>
		<title>File:Savile.png</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=File:Savile.png&amp;diff=39980"/>
		<updated>2025-07-03T16:47:56Z</updated>

		<summary type="html">&lt;p&gt;E3va: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{self-lic}}&lt;/div&gt;</summary>
		<author><name>E3va</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Savile&amp;diff=39979</id>
		<title>Savile</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Savile&amp;diff=39979"/>
		<updated>2025-07-03T16:47:18Z</updated>

		<summary type="html">&lt;p&gt;E3va: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_character|affilliation=Cavi&#039;s Cafe &amp;amp; The City of Ravel|name={{PAGENAME}}|image=Savile.png|caption=I&#039;m just a simple tailor!|playerName=Rachael Huxford|species=Kitsune}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}} Poole &#039;&#039;&#039;(or Savvy to their friends -- never Poole) is a nine-tailed [[Kitsune]] tailor who quite purposefully stumbled into an adventure they were not prepared for. They aim to bring the liturgy of high fashion to the adventuring world -- even if they have to die trying.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
The story that every Poole hears in front of the fire on a chilly evening, wrapped in a quilt, and darning yet another sock (which always seems to go missing before the next laundry day, doesn&#039;t it?) goes as follows:&lt;br /&gt;
&lt;br /&gt;
Ever since the first creature pulled themselves out of the cosmic (or divine depending on your predilection) primordial ooze, the Kitsune of this plane had begun their first steps. Ever since the first creature banged another over the head with a nice stick, [[Quelmar]] had taken its. And ever since the first leaf fell on a creature as they lounged, and they thought &amp;quot;oh, I rather like the way that looks&amp;quot;, the Pooles had taken theirs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This family of Pooles is one of the first lines of [[weave]] in the tapestry of [[Ravel]] -- literally. They were charged with weaving the first tapestry (currently hanging in city hall) of Ravel back when the city (which was then just a group of artists looking for commune) was founded. Of course their kin have spread far and wide both in the city and out since then, but they built the clothing district with their own paws, and have always owned that beautiful starry sky shop on the corner in the heart of town. The Pooles all love that shop, and you can always find any of the numerous generations of Pooles inside. Although they all carry an ageless quality about them, you can always identify which generation they come from by the number of tails they carry -- the more tails, the younger the generation (be careful of the twins though, their tails got split between them and they are not in fact as venerated as they claim)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Eventually, when their last tail grows to its full length, each Poole gets to name a focus for themselves. Some choose a particular style of garment or fabric, others choose instead to put their time into the business side of things, or into the dyeing and creation of new clothing materials, but all stay within the family trade. Savile was no exception, and at rather young age grew out their nineth tail (rather faster than the twin who attempted to trick everyone with a rather impressive fake). Since they could toddle, Savile had been fascinated by the adventurers and wanderers perusing the armor and amulets in the clothing district. It was only natural that by the time they fluffed out, their fascination would turn to dedication.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Savile pioneered stylish adventuring accessories in Ravel. Previously the thought was if it works, and will inevitably get dirty on the road (or dented by the rogue), then why bother also making it &#039;&#039;pretty.&#039;&#039; Savile was just beginning to prove though that they could sew together adventuring pieces of both stylish form and deadly function&#039;&#039;&#039;.&#039;&#039;&#039; Yet, never having been on an adventure themselves, they occasionally missed the mark a bit. While a cloak which dazzled like the sun on command sounded like the perfect paladin accessory straight from the pages of Selune, it seemed to be a bit impractical given that each individual metallic scale not only clanked louder than the bell at sight of a storm, but also had the bad habit of reflecting the actual sun into the eyes of teammates at any unfortunate angle. It only took two or three of these mishaps before Savile decided (imagine this in your best [[Quimbleton]] voice) there is Research to be done!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So Savile sold off as much of their first failed line as they could, and set off to sea with Captain Crezzerin to waters unknown to find adventure of their own.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;br /&gt;
[[Category:Fantasial Freeze]]&lt;br /&gt;
{{Worldbuilders}}&lt;br /&gt;
&lt;br /&gt;
== Acts in the [[The Fantasial Freeze|Fantasial Freeze]] ==&lt;br /&gt;
During the Freeze, Savile did everything they could to serve the people of Ravel as her ancestors had. She planted the first garden at [[Cavii Kero|Cavii&#039;s]] Cafe to help feed the masses and spent hours studying with Quimbleton to learn to imbue the healing arts into amulets. But something, or someone, seemed to have loosened a thread in the weave of Savile&#039;s fate. As they ventured with [[Luv]] into the Unravel, Savile met this dark presence for the first time as it took [[Sven]], and wove it into their cloak. Thereafter, she seemed to have gained the power of their fallen friend -- the ability to create a fiery breath, and managed to save a prophet named Pietro in the process. Pietro, however, had also drawn the attention of the cold and as Pietro too twisted into a Wendigo before Savile&#039;s eyes, the second friend in as many days was consumed by flame. In a desperate attempt to push back, to re-weave the frayed tapestry of Ravel, Savile then spent weeks braving the darkest alleys to experiment and seek out the antidote for the terrifying disease -- even converting their garden to grow the necessary fauna. &#039;&#039;It didn&#039;t like that.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Tinker Tailor, Eldritch Eye ==&lt;br /&gt;
&lt;br /&gt;
==== The Events of Paraska Manor from Savile&#039;s POV ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gods, it was cold. &#039;&#039;And it knew their names.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As Savile stood transfixed by Luv scrawling all of their deepest desires, no needs, on the wall in that gaudy neon blue paint, she couldn’t help but glance over at Kara – the whole reason they were in this mess. Savile remembered that flash of fear in Kara’s eyes when they first gazed upon the never-ending freeze together. How it rooted icy in the center of Kara’s gaze until a slow, determined fire burned it away. In that moment, Kara turned back towards Savile, and the heat warmed her soul, giving her the courage she needed to fight side by side with Kara back to the damn city they had both tried to flee in the first place. That day had sewn their fates together as far Savile was concerned. So when she heard Kara was headed towards yet another frost – there was no way she was headed there alone.&lt;br /&gt;
&lt;br /&gt;
Now, however, watching Luv’s innate empathy twisted into this curse? &#039;&#039;Or power?&#039;&#039; Savile was torn. If Luv’s abilities could be enhanced and amplified, &#039;&#039;maybe Savile’s could be too&#039;&#039;. Maybe they could finally create something truly inspired. &#039;&#039;Maybe she could finally prove to the rest of the Pooles that their adventuring gear business was worth the effort&#039;&#039; – &#039;&#039;that people deserved more that just style, but safety as well.&#039;&#039; Wait, was that selfish? &#039;&#039;&#039;N̸̲̐Ö̶́͋&#039;&#039;&#039;  Either way, Quimbleton must be rubbing off on her because she needed to know more. &lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
As she turned to ask Quimbleton just what the hells was going on, he was gone and instead a seamstress’s mannequin stood before her dressed in an outfit she didn’t recognize. She could hear Quimblton’s normally rocky voice reaching a frantic fever pitch as he explained something that clearly terrified him, but she couldn’t tear her eyes away from the masterpiece in front of her. How did they get here? How long had she been staring at this? She needed to turn to Quimbleton and find out why he was so upset. He was usually right about these things. But this outfit was the most clever bit of craftsmanship she had ever seen. Textiles, and what was that? &#039;&#039;Leather?&#039;&#039; Had been stitched seamlessly together &#039;&#039;to make a playground of texture and functionality.&#039;&#039; Extra protection in the places that needed it, and style in all the others. &#039;&#039;Gods, this material was so soft,&#039;&#039; &#039;&#039;and it seemed warm to the touch like a chair in front of a warm fire&#039;&#039; – like Kara – Of course! Why hadn’t she thought of this before?? If you could imbue a material with the essence of a being, then that material could store all of their innate protections. &#039;&#039;Kara’s fire, Quimbleton’s intelligence, and Luv&#039;&#039; – &amp;lt;big&amp;gt;&#039;&#039;&#039;&#039;&#039;Y̶͙͋E̵̛̺S̷̬̀ ̷̢̂G̴̜̃E̵̠̕T̸̥̓ ̷̝̚Ț̶̊H̸̾͜EM&#039;&#039;&#039;&#039;&#039;&amp;lt;/big&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Savile turned just as her name tumbled from Luv’s mouth and floated in the air between them. A single thread. Savile followed it to Luv and saw it fractal and web around their forearm which twisted beneath her light touch to change between many changeling skins. The perfect material. Hadn’t Kara been asking for a bit of new armor? Savile was faintly aware of a commotion beginning around them. But Luv, the innate protector, could shield Kara forever this way. Could let Kara wear any skin, disguise at will, disappear into any crowd – &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;~ S A V I L E ~&amp;lt;/big&amp;gt;&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Savile felt the letters scrawl themselves into her own flesh, and heard Kara’s voice like a lightning bolt to her soul. There it was again – that determined flame behind Kara’s stare, except this time it was freezing into self-loathing as Kara’s gaze fell on Savile’s now red and bloody fur. She flicked her eyes up to Luv’s – much closer than she remembered them being – but Luv was staring at the claw marks Savile’s tight grip had left in her arm. She looked to Quimbleton, desperate for any explanation, but she saw bright blue fear coating his gaze like frosted glass as he shakily asked her to drop the bone awl in her hand – what bone awl? When had she picked up that? Something was wrong. Very wrong. It was time for them to &amp;lt;s&amp;gt;go&amp;lt;/s&amp;gt;. &#039;&#039;Stay.&#039;&#039; They needed to &amp;lt;s&amp;gt;RUN&amp;lt;/s&amp;gt;. &#039;&#039;&#039;S̶̈́͘T̴̹́Ȁ̵̃Ý̵̡&#039;&#039;&#039; Why weren’t they listening to her? Why weren’t they leaving??!! She turned to Luv to beg them to just get out, &#039;&#039;but that thread that once connected them had spread now, weaving a knotted web around Luv that she was already trapped in like a fly. Immobilized and ready for her gentle, artistic touch. To be transformed into a stunning new work of art by her hands. The most beautiful leather armor for –&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Savile bit her tongue hard as the ground fell out from beneath her and she watched with a mix of horror and relief as all her friends fled. It was for the best. Hopefully they could make it out. Something was wrong with her. She couldn’t stop herself, however, as she selfishly asked them once last time to take her too. Please, &#039;&#039;&#039;S̷̓̄ ̸̛̄T̶̞̓ ̶̈́̿Á̵̀ ̴̰͗Y̵͈̋&#039;&#039;&#039; She could have sworn she heard Luv’s footsteps falter for a second. But all too soon she was alone. Alone with her thoughts, &#039;&#039;and all the time in the world to play. To design. The possibilities began to dance her mind’s eye. One blowt was powerful, surely, but what if you could combine their powers? Wouldn’t the shell of a turtle of blowt make such a nice chest piece for a whalefolk? Savile slowly reached out her hand, and the web answered -- molding easily beneath her touch. Yes, she could certainly stay here awhile – and &#039;&#039;&#039;learn.&#039;&#039;&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>E3va</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Savile&amp;diff=39977</id>
		<title>Savile</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Savile&amp;diff=39977"/>
		<updated>2025-07-03T14:43:29Z</updated>

		<summary type="html">&lt;p&gt;E3va: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_character|affilliation=Cavi&#039;s Cafe &amp;amp; The City of Ravel|name={{PAGENAME}}|caption=I&#039;m just a simple tailor!|playerName=Rachael Huxford|species=Kitsune}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}} Poole &#039;&#039;&#039;(or Savvy to their friends -- never Poole) is a nine-tailed [[Kitsune]] tailor who quite purposefully stumbled into an adventure they were not prepared for. They aim to bring the liturgy of high fashion to the adventuring world -- even if they have to die trying.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
The story that every Poole hears in front of the fire on a chilly evening, wrapped in a quilt, and darning yet another sock (which always seems to go missing before the next laundry day, doesn&#039;t it?) goes as follows:&lt;br /&gt;
&lt;br /&gt;
Ever since the first creature pulled themselves out of the cosmic (or divine depending on your predilection) primordial ooze, the Kitsune of this plane had begun their first steps. Ever since the first creature banged another over the head with a nice stick, [[Quelmar]] had taken its. And ever since the first leaf fell on a creature as they lounged, and they thought &amp;quot;oh, I rather like the way that looks&amp;quot;, the Pooles had taken theirs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This family of Pooles is one of the first lines of [[weave]] in the tapestry of [[Ravel]] -- literally. They were charged with weaving the first tapestry (currently hanging in city hall) of Ravel back when the city (which was then just a group of artists looking for commune) was founded. Of course their kin have spread far and wide both in the city and out since then, but they built the clothing district with their own paws, and have always owned that beautiful starry sky shop on the corner in the heart of town. The Pooles all love that shop, and you can always find any of the numerous generations of Pooles inside. Although they all carry an ageless quality about them, you can always identify which generation they come from by the number of tails they carry -- the more tails, the younger the generation (be careful of the twins though, their tails got split between them and they are not in fact as venerated as they claim)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Eventually, when their last tail grows to its full length, each Poole gets to name a focus for themselves. Some choose a particular style of garment or fabric, others choose instead to put their time into the business side of things, or into the dyeing and creation of new clothing materials, but all stay within the family trade. Savile was no exception, and at rather young age grew out their nineth tail (rather faster than the twin who attempted to trick everyone with a rather impressive fake). Since they could toddle, Savile had been fascinated by the adventurers and wanderers perusing the armor and amulets in the clothing district. It was only natural that by the time they fluffed out, their fascination would turn to dedication.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Savile pioneered stylish adventuring accessories in Ravel. Previously the thought was if it works, and will inevitably get dirty on the road (or dented by the rogue), then why bother also making it &#039;&#039;pretty.&#039;&#039; Savile was just beginning to prove though that they could sew together adventuring pieces of both stylish form and deadly function&#039;&#039;&#039;.&#039;&#039;&#039; Yet, never having been on an adventure themselves, they occasionally missed the mark a bit. While a cloak which dazzled like the sun on command sounded like the perfect paladin accessory straight from the pages of Selune, it seemed to be a bit impractical given that each individual metallic scale not only clanked louder than the bell at sight of a storm, but also had the bad habit of reflecting the actual sun into the eyes of teammates at any unfortunate angle. It only took two or three of these mishaps before Savile decided (imagine this in your best [[Quimbleton]] voice) there is Research to be done!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So Savile sold off as much of their first failed line as they could, and set off to sea with Captain Crezzerin to waters unknown to find adventure of their own.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;br /&gt;
[[Category:Fantasial Freeze]]&lt;br /&gt;
{{Worldbuilders}}&lt;br /&gt;
&lt;br /&gt;
== Acts in the [[The Fantasial Freeze|Fantasial Freeze]] ==&lt;br /&gt;
During the Freeze, Savile did everything they could to serve the people of Ravel as her ancestors had. She planted the first garden at [[Cavii Kero|Cavii&#039;s]] Cafe to help feed the masses and spent hours studying with Quimbleton to learn to imbue the healing arts into amulets. But something, or someone, seemed to have loosened a thread in the weave of Savile&#039;s fate. As they ventured with [[Luv]] into the Unravel, Savile met this dark presence for the first time as it took [[Sven]], and wove it into their cloak. Thereafter, she seemed to have gained the power of their fallen friend -- the ability to create a fiery breath, and managed to save a prophet named Pietro in the process. Pietro, however, had also drawn the attention of the cold and as Pietro too twisted into a Wendigo before Savile&#039;s eyes, the second friend in as many days was consumed by flame. In a desperate attempt to push back, to re-weave the frayed tapestry of Ravel, Savile then spent weeks braving the darkest alleys to experiment and seek out the antidote for the terrifying disease -- even converting their garden to grow the necessary fauna. &#039;&#039;It didn&#039;t like that.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Tinker Tailor, Eldritch Eye ==&lt;br /&gt;
&lt;br /&gt;
==== The Events of Paraska Manor from Savile&#039;s POV ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gods, it was cold. &#039;&#039;And it knew their names.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As Savile stood transfixed by Luv scrawling all of their deepest desires, no needs, on the wall in that gaudy neon blue paint, she couldn’t help but glance over at Kara – the whole reason they were in this mess. Savile remembered that flash of fear in Kara’s eyes when they first gazed upon the never-ending freeze together. How it rooted icy in the center of Kara’s gaze until a slow, determined fire burned it away. In that moment, Kara turned back towards Savile, and the heat warmed her soul, giving her the courage she needed to fight side by side with Kara back to the damn city they had both tried to flee in the first place. That day had sewn their fates together as far Savile was concerned. So when she heard Kara was headed towards yet another frost – there was no way she was headed there alone.&lt;br /&gt;
&lt;br /&gt;
Now, however, watching Luv’s innate empathy twisted into this curse? &#039;&#039;Or power?&#039;&#039; Savile was torn. If Luv’s abilities could be enhanced and amplified, &#039;&#039;maybe Savile’s could be too&#039;&#039;. Maybe they could finally create something truly inspired. &#039;&#039;Maybe she could finally prove to the rest of the Pooles that their adventuring gear business was worth the effort&#039;&#039; – &#039;&#039;that people deserved more that just style, but safety as well.&#039;&#039; Wait, was that selfish? &#039;&#039;&#039;N̸̲̐Ö̶́͋&#039;&#039;&#039;  Either way, Quimbleton must be rubbing off on her because she needed to know more. &lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
As she turned to ask Quimbleton just what the hells was going on, he was gone and instead a seamstress’s mannequin stood before her dressed in an outfit she didn’t recognize. She could hear Quimblton’s normally rocky voice reaching a frantic fever pitch as he explained something that clearly terrified him, but she couldn’t tear her eyes away from the masterpiece in front of her. How did they get here? How long had she been staring at this? She needed to turn to Quimbleton and find out why he was so upset. He was usually right about these things. But this outfit was the most clever bit of craftsmanship she had ever seen. Textiles, and what was that? &#039;&#039;Leather?&#039;&#039; Had been stitched seamlessly together &#039;&#039;to make a playground of texture and functionality.&#039;&#039; Extra protection in the places that needed it, and style in all the others. &#039;&#039;Gods, this material was so soft,&#039;&#039; &#039;&#039;and it seemed warm to the touch like a chair in front of a warm fire&#039;&#039; – like Kara – Of course! Why hadn’t she thought of this before?? If you could imbue a material with the essence of a being, then that material could store all of their innate protections. &#039;&#039;Kara’s fire, Quimbleton’s intelligence, and Luv&#039;&#039; – &amp;lt;big&amp;gt;&#039;&#039;&#039;&#039;&#039;Y̶͙͋E̵̛̺S̷̬̀ ̷̢̂G̴̜̃E̵̠̕T̸̥̓ ̷̝̚Ț̶̊H̸̾͜EM&#039;&#039;&#039;&#039;&#039;&amp;lt;/big&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Savile turned just as her name tumbled from Luv’s mouth and floated in the air between them. A single thread. Savile followed it to Luv and saw it fractal and web around their forearm which twisted beneath her light touch to change between many changeling skins. The perfect material. Hadn’t Kara been asking for a bit of new armor? Savile was faintly aware of a commotion beginning around them. But Luv, the innate protector, could shield Kara forever this way. Could let Kara wear any skin, disguise at will, disappear into any crowd – &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;~ S A V I L E ~&amp;lt;/big&amp;gt;&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Savile felt the letters scrawl themselves into her own flesh, and heard Kara’s voice like a lightning bolt to her soul. There it was again – that determined flame behind Kara’s stare, except this time it was freezing into self-loathing as Kara’s gaze fell on Savile’s now red and bloody fur. She flicked her eyes up to Luv’s – much closer than she remembered them being – but Luv was staring at the claw marks Savile’s tight grip had left in her arm. She looked to Quimbleton, desperate for any explanation, but she saw bright blue fear coating his gaze like frosted glass as he shakily asked her to drop the bone awl in her hand – what bone awl? When had she picked up that? Something was wrong. Very wrong. It was time for them to &amp;lt;s&amp;gt;go&amp;lt;/s&amp;gt;. &#039;&#039;Stay.&#039;&#039; They needed to &amp;lt;s&amp;gt;RUN&amp;lt;/s&amp;gt;. &#039;&#039;&#039;S̶̈́͘T̴̹́Ȁ̵̃Ý̵̡&#039;&#039;&#039; Why weren’t they listening to her? Why weren’t they leaving??!! She turned to Luv to beg them to just get out, &#039;&#039;but that thread that once connected them had spread now, weaving a knotted web around Luv that she was already trapped in like a fly. Immobilized and ready for her gentle, artistic touch. To be transformed into a stunning new work of art by her hands. The most beautiful leather armor for –&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Savile bit her tongue hard as the ground fell out from beneath her and she watched with a mix of horror and relief as all her friends fled. It was for the best. Hopefully they could make it out. Something was wrong with her. She couldn’t stop herself, however, as she selfishly asked them once last time to take her too. Please, &#039;&#039;&#039;S̷̓̄ ̸̛̄T̶̞̓ ̶̈́̿Á̵̀ ̴̰͗Y̵͈̋&#039;&#039;&#039; She could have sworn she heard Luv’s footsteps falter for a second. But all too soon she was alone. Alone with her thoughts, &#039;&#039;and all the time in the world to play. To design. The possibilities began to dance her mind’s eye. One blowt was powerful, surely, but what if you could combine their powers? Wouldn’t the shell of a turtle of blowt make such a nice chest piece for a whalefolk? Savile slowly reached out her hand, and the web answered -- molding easily beneath her touch. Yes, she could certainly stay here awhile – and &#039;&#039;&#039;learn.&#039;&#039;&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>E3va</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Savile&amp;diff=38128</id>
		<title>Savile</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Savile&amp;diff=38128"/>
		<updated>2025-04-11T02:00:44Z</updated>

		<summary type="html">&lt;p&gt;E3va: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_character|affilliation=Cavi&#039;s Cafe &amp;amp; The City of Ravel|name={{PAGENAME}}|caption=I&#039;m just a simple tailor!|species=Kitsune}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}} Poole &#039;&#039;&#039;(or Savvy to their friends -- never Poole) is a nine-tailed Kitsune tailor who quite purposefully stumbled into an adventure they were not prepared for. They aim to bring the liturgy of high fashion to the adventuring world -- even if they have to die trying.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
The story that every Poole hears in front of the fire on a chilly evening, wrapped in a quilt, and darning yet another sock (which always seems to go missing before the next laundry day, doesn&#039;t it?) goes as follows:&lt;br /&gt;
&lt;br /&gt;
Ever since the first creature pulled themselves out of the cosmic (or divine depending on your predilection) primordial ooze, the Kitsune of this plane had begun their first steps. Ever since the first creature banged another over the head with a nice stick, Quelmar had taken its. And ever since the first leaf fell on a creature as they lounged, and they thought &amp;quot;oh, I rather like the way that looks&amp;quot;, the Pooles had taken theirs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This family of Pooles is one of the first lines of weave in the tapestry of Ravel -- literally. They were charged with weaving the first tapestry (currently hanging in city hall) of Ravel back when the city (which was then just a group of artists looking for commune) was founded. Of course their kin have spread far and wide both in the city and out since then, but they built the clothing district with their own paws, and have always owned that beautiful starry sky shop on the corner in the heart of town. The Pooles all love that shop, and you can always find any of the numerous generations of Pooles inside. Although they all carry an ageless quality about them, you can always identify which generation they come from by the number of tails they carry -- the more tails, the younger the generation (be careful of the twins though, their tails got split between them and they are not in fact as venerated as they claim)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Eventually, when their last tail grows to its full length, each Poole gets to name a focus for themselves. Some choose a particular style of garment or fabric, others choose instead to put their time into the business side of things, or into the dyeing and creation of new clothing materials, but all stay within the family trade. Savile was no exception, and at rather young age grew out their nineth tail (rather faster than the twin who attempted to trick everyone with a rather impressive fake). Since they could toddle, Savile had been fascinated by the adventurers and wanderers perusing the armor and amulets in the clothing district. It was only natural that by the time they fluffed out, that their fascination would turn to dedication.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Savile pioneered stylish adventuring accessories in Ravel. Previously the thought was if it works, and will inevitably get dirty on the road (or dented by the rogue), then why bother also making it &#039;&#039;pretty.&#039;&#039; Savile was just beginning to prove though that they could sew together adventuring pieces of both stylish form and deadly function&#039;&#039;&#039;.&#039;&#039;&#039; Yet, never having been on an adventure themselves, they occasionally missed the mark a bit. While a cloak which dazzled like the sun on command sounded like the perfect paladin accessory straight from the pages of Luna, it seemed to be a bit impractical given that each individual metallic scale not only clanked louder than the bell at sight of a storm, but also had the bad habit of reflecting the actual sun into the eyes of teammates at any unfortunate angle. It only took two or three of these mishaps before Savile decided (imagine this in your best Quimbleton voice) there is Research to be done!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So Savile sold off as much of their first failed line as they could, and set off to sea with Captain Crezzerin to waters unknown to find adventure of their own (we all know of course that in the end, adventure finds them -- heart of an adventurer -- defend your homeland and all that -- see the [[The Fantasial Freeze|Fantasial Freeze]] records for the details).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;br /&gt;
{{Worldbuilders}}&lt;/div&gt;</summary>
		<author><name>E3va</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Savile&amp;diff=38127</id>
		<title>Savile</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Savile&amp;diff=38127"/>
		<updated>2025-04-11T01:56:33Z</updated>

		<summary type="html">&lt;p&gt;E3va: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_character|affilliation=Cavi&#039;s Cafe &amp;amp; The City of Ravel|name={{PAGENAME}}|species=Kitsune}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}} Poole &#039;&#039;&#039;(or Savvy to their friends -- never Poole) is a nine-tailed Kitsune tailor who quite purposefully stumbled into an adventure they were not prepared for. They aim to bring the liturgy of high fashion to the adventuring world -- even if they have to die trying.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
The story that every Poole hears in front of the fire on a chilly evening, wrapped in a quilt, and darning yet another sock (which always seems to go missing before the next laundry day, doesn&#039;t it?) goes as follows:&lt;br /&gt;
&lt;br /&gt;
Ever since the first creature pulled themselves out of the cosmic (or divine depending on your predilection) primordial ooze, the Kitsune of this plane had begun their first steps. Ever since the first creature banged another over the head with a nice stick, Quelmar had taken its. And ever since the first leaf fell on a creature as they lounged, and they thought &amp;quot;oh, I rather like the way that looks&amp;quot;, the Pooles had taken theirs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This family of Pooles is one of the first lines of weave in the tapestry of Ravel -- literally. They were charged with weaving the first tapestry (currently hanging in city hall) of Ravel back when the city (which was then just a group of artists looking for commune) was founded. Of course their kin have spread far and wide both in the city and out since then, but they built the clothing district with their own paws, and have always owned that beautiful starry sky shop on the corner in the heart of town. The Pooles all love that shop, and you can always find any of the numerous generations of Pooles inside. Although they all carry an ageless quality about them, you can always identify which generation they come from by the number of tails they carry -- the more tails, the younger the generation (be careful of the twins though, their tails got split between them and they are not in fact as venerated as they claim)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Eventually, when their last tail grows to its full length, each Poole gets to name a focus for themselves. Some choose a particular style of garment or fabric, others choose instead to put their time into the business side of things, or into the dyeing and creation of new clothing materials, but all stay within the family trade. Savile was no exception, and at rather young age grew out their nineth tail (rather faster than the twin who attempted to trick everyone with a rather impressive fake). Since they could toddle, Savile had been fascinated by the adventurers and wanderers perusing the armor and amulets in the clothing district. It was only natural that by the time they fluffed out, that their fascination would turn to dedication.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Savile pioneered stylish adventuring accessories in Ravel. Previously the thought was if it works, and will inevitably get dirty on the road (or dented by the rogue), then why bother also making it &#039;&#039;pretty.&#039;&#039; Savile was just beginning to prove though that they could sew together adventuring pieces of both stylish form and deadly function&#039;&#039;&#039;.&#039;&#039;&#039; Yet, never having been on an adventure themselves, they occasionally missed the mark a bit. While a cloak which dazzled like the sun on command sounded like the perfect paladin accessory straight from the pages of Luna, it seemed to be a bit impractical given that each individual metallic scale not only clanked louder than the bell at sight of a storm, but also had the bad habit of reflecting the actual sun into the eyes of teammates at any unfortunate angle. It only took two or three of these mishaps before Savile decided (imagine this in your best Quimbleton voice) there is Research to be done!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So Savile sold off as much of their first failed line as they could, and set off to sea with Captain Crezzerin to waters unknown to find adventure of their own (we all know of course that in the end, adventure finds them -- heart of an adventurer -- defend your homeland and all that -- see the [[The Fantasial Freeze|Fantasial Freeze]] records for the details).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;br /&gt;
{{Worldbuilders}}&lt;/div&gt;</summary>
		<author><name>E3va</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Grandmush&amp;diff=19535</id>
		<title>Grandmush</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Grandmush&amp;diff=19535"/>
		<updated>2023-04-24T12:04:57Z</updated>

		<summary type="html">&lt;p&gt;E3va: Added info on Greedy Green and First Class&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_character|name={{PAGENAME}}|image=Mushroom_soldier_by_verehin.jpg|relatives=None|alias=Grandmush|birthPlace=Forests of Isonhound|species=New Dryad}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is a [[New Dryad]] druid who harnesses the power of their slain ancestors to help them in their endeavors. Grandmush frequently goes by other names such as Aman-Tia, Morrie, Belle, etc. Grandmush was schooled at [[Katharda Academy]] (featured in Season 2 of the campaign First Class) and partook in the events of [[Into the Greedy Green]]. &lt;br /&gt;
&lt;br /&gt;
==Physical Appearance==&lt;br /&gt;
Grandmush has a shambling, stooping form with the semblance of an elderly human with a walker. However, the bark-like skin that one might expect of a New Dryad is dark, rotting, and covered in various fungi and mushrooms so that hardly any of the bark beneath is visible except on the traditional mask that they wear. While most new Dryad frequently stand at above seven feet, Grandmush&#039;s bent form rarely crests five.&lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
Grandmush is a quiet, constant presence in any space that they inhabit. Their shambling, mushroom covered form is impossible to ignore, but their quiet love of anything that thrives in the forest, or lives of the land is evident. However, when it comes to the protection of forest life - especially trees - Grandmush does not forgive and does not forget. &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In the year 692, [[Kleckless Racoba|Keckless Racoba]] unleashed a plague designed to wipe out the [[Dryad|Old Dryad]] race. During this year, the dryad now know as Grandmush was being developed in one of the few remaining Old Dryad settlements in Isonhound. As the plague wiped out their race, it took the Livewood tree that Grandmush was being born of as well. The tree fell with their brethren, Grandmush within it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some time later, the clearing that once buzzed with the peaceful life of millions of creatures, insects, and Dryad lay quiet - the once proud Livewood tree that stood at its center, felled and rotting. The clearing had now been overtaken with the numerous mushroom and fungi species which thrived in the soft, shaded loam created out of the remains of the previous inhabitants. The surrounding trees were now covered in creeping, crawling vines and thorn bushes skirted the clearing&#039;s edge - the last attempt of the dying inhabitants to keep the invading and infected at bay.&lt;br /&gt;
&lt;br /&gt;
Eventually, a New Dryad by the name of Millettieae, or Millie, came to the place to search for any survivors. Finding the Livewood tree dead, Millie attempted to restore it to its previous splendor. She failed, but her efforts had an unintended consequence.&lt;br /&gt;
&lt;br /&gt;
Out of this death, the dryad now known as Grandmush came to be. Their low and stooping, fungus covered form didn&#039;t quite match that of their New Dryad brethren, nor that of their Old Dryad ancestors - but it had the last memories and moments of their fallen family engrained in their very being. The last vestiges of their lives and the plague that took them surround Grandmush in a haze that eats at anyone who comes too near.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After they came to be, Grandmush took the rotting, crumbling bark of their once livewood tree, as is tradition, and formed their mask and armor, so that they may travel beyond the limits of their birthplace. One look past this mask will reveal the haunted eyes of one born from death itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With no family left to guide them, but Millie at their side, Grandmush spent the next decades traveling the forests of Isonhound, seeking the power that might bring their family back to them. Eventually, they resigned themself to the fact that this power was outside of the material realm of possibility and accepted that although they were gone, they live on through the forest - through themself - as is the will and power of Mielikki.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This lifeforce - the blood of the forest - could still be used, however, and Grandmush taught themselves to call upon the remnants of their family to feed and shape their magic. The fungus and other life that have since formed from their family&#039;s remains grasp at Grandmush&#039;s enemies,  stealing their senses to give them a sense of their mortal existence, and calling them to their final resting place.&lt;br /&gt;
&lt;br /&gt;
Millie and Grandmush remained together, until Millie was ensnared by the wiles of a young satyr and the two fell in love. Eventually, Millie gave up the traveling life to settle with the satyr. At that time, Millie and Grandmush parted ways as lifelong friends, and Grandmush retreated into seclusion.&lt;br /&gt;
&lt;br /&gt;
== Involvement in First Class: ==&lt;br /&gt;
Grandmush eventually broke their seclusion after they received an invitation to attend [[Katharda Academy]] -  a school in the Underdark training adventurers to fight the onslaught of dragons that had been released from Kiston. If they were to learn more about life, death, and the powers that control it - it would be at Katharda. There, Grandmush was known to pen an advice column in the Katharda Chronicle, doing their best to guide the much younger student base while attending classes. It was the staff of the Chronicle that that taught Grandmush an unexpected lesson, however. They may once have had a thriving culture of Dryad of blood relations who Grandmush can never know, but now, they could choose the family to spend eternity with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While at Katharda, Grandmush was notably known for protesting the use of bat wings, frog legs, etc in potion making and spell casting. They taught the bat colony on campus to break into classrooms, steal the bat wings back, and hold funerals for their fallen bretheren. As part of this protest, Grandmush worked with classmates Igor and Morcella to create a species of bat that reproduced through the production of a flower called a Bat Lilly as part of a school project. One can pull the center of a fully grown Bat Lilly to release the young batling inside.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
During their time at Katharda, Dr. Vesilius was the Headmaster of the academy. Grandmush and friends frequently had run-ins with Vesilius during their adventures and they would eventually come to respect him for preparing so many students for the fight ahead. Many years later during the finale of [[Into the Greedy Green]], Grandmush would be re-united with Vesilius - who they now knew to be an Amethyst Dragon in disguise. During this crucial moment, Grandmush would use what they learned at Katharda to protect Vesilius from an onslaught of shadow monsters created by The One That Waits, so that they could resurrect Sadior and reclaim their old seat in the Gemstone Court.&lt;br /&gt;
&lt;br /&gt;
== Involvement in The Greedy Green: ==&lt;br /&gt;
After graduation, Grandmush joined many of their classmates fighting back the dragons, and other evils now lurking in the woods of Isonhound. Now the forests are being threatened again, and Grandmush has come out of their second seclusion to investigate and protect the forest dwellers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
During this time, Grandmush would partake in a slew of wild adventures protecting those as small as an Amethyst Dragon Egg, and as big as Ancient Dragons themselves.&lt;br /&gt;
&lt;br /&gt;
Of particular note, they would work with other adventures after the arrival of The One That Waits and the falling of Isonhound to Shadow to collect and protect powerful artifacts which drive back the shadows. On one such adventure, they would find the Astrolabe, and be gifted with power from Sardior becoming a [[Harbingers of Sardior|Harbringer of Kristang.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Months later, they would then travel back 1000 years in time to discover that the dragon Feredimius had trapped Kristang in a space between The Shadowfell and material plane, using Kristang&#039;s own lifeforce to keep the portal open thereby filling the realm with shadow energy. They saved Kristang and closed the portal, but during this process, a bit of the Shadow energy seeped into them, and it was from this experience that Grandmush themselves learned to summon the shadows to suck the strength of anyone who dared threaten the realm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Later, they would transport the same astrolabe that once granted them Harbringer status to the mountains in order for the ceremony to resurrect Sadior to begin, slaying a white, blue, and ancient black dragon (Tiamat&#039;s minions) in the process. They would also protect the Amethyst Dragon Vesilius (their old headmaster) while they completed the ceremony to resurrect Sardior and claim a seat on the Gemstone Court once again.&lt;br /&gt;
&lt;br /&gt;
== After: ==&lt;br /&gt;
The resurrection of Sardior did not stop Tiamat and even without The One That Waits threatening Isonhound, Tiamat&#039;s minions continued to terrorize the realm. However, Grandmush felt that perhaps they had finally gotten too old for Dragonslaying. Instead, they took the advice of Sro - the first dragon they met after leaving Katharda. Instead of joining the fight once more, they returned to their old Academy to pass on the fate of their risen Headmaster -- and to ask for a job.&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;br /&gt;
[[Category:Into the Greedy Green]]&lt;/div&gt;</summary>
		<author><name>E3va</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Amusa&amp;diff=18334</id>
		<title>Amusa</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Amusa&amp;diff=18334"/>
		<updated>2022-12-31T16:24:11Z</updated>

		<summary type="html">&lt;p&gt;E3va: New lore about the geography of the continent&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;iframe key=&amp;quot;mapviewer_amusa&amp;quot; path=&amp;quot;&amp;quot; width=&amp;quot;425px&amp;quot; height=&amp;quot;275px&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[https://quelmarwiki.com/images/c/cd/AmusaHQ.png View the full resolution Amusa Map here]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Amusa, the Land of the Lost, is a diverse continent. Settled between the fire and earth elemental planes, Amusa is the continent of endless autumn. In only one year out of the four year cycle will Amusa experience just a hint of the wintery blasts coming down from the Northwest and Breme.&lt;br /&gt;
&lt;br /&gt;
It’s placement between the fire and earth planes has other effects on life on Amusa, however, particularly in its active geology. Much of Amusa is covered in one sort of extreme geoglogy such as craggy mountains, dangerous swamps, sink holes, and canyons. The whole continent, in fact, is well known across Quelmar for its labyrinth of interconnected cave and tunnel systems that were a haven for races during the BR era. The southern part of Amusa in particular, however, is known for its active volcanoes and steamy magma fields. Much of the southern half of the continent is blanketed constantly in a dense fog that covers alternately pleasant hot springs, and treacherous lava flows.&lt;br /&gt;
&lt;br /&gt;
It’s rumored that this fog spreads across the island dotted, partially boiling sea to the south and creeps into the astral plane at the edge of the material Quelmar. The continent’s nickname, Land of the Lost, also stems from this area as some believe that lost souls may wander through the fog from the astral plane, and onto Amusa this way. Additionally, the disorienting mist combined with the wild terrain often results in mysteriously missing ships, expeditions and the like should they choose to pass through this area. Few choose to make their permanent residences in this area, but those who do tend to be attuned to the ever changing nature of the land they reside on.&lt;br /&gt;
&lt;br /&gt;
Mild winds traveling from the elemental plane of air disperse much of the fog from the north west part of Amusa making it much more habitable and pleasantly autumnal. Much of these regions are known for their export of harvest squashes, gourds, vegetables, flowers, and the like as the land is mostly covered in homesteads, small farming towns, fishing villages on the coasts and bay, and a handful of small cities built up around tourist destinations.&lt;br /&gt;
&lt;br /&gt;
== Domains ==&lt;br /&gt;
[[File:AmusaKingdoms.png|thumb|329x329px|Post Realm War: Amusa&#039;s Kingdoms]]&lt;br /&gt;
[[File:AmusaPolitical.png|thumb|327x327px|Post Calvary Rush: Amusa&#039;s Domains]]&lt;br /&gt;
&lt;br /&gt;
=== [[Cauldomo]] ===&lt;br /&gt;
* [[Nestle]]&lt;br /&gt;
&lt;br /&gt;
=== Dolina ===&lt;br /&gt;
* [[Seawell]]&lt;br /&gt;
&lt;br /&gt;
* [[The Spider Swamps]]&lt;br /&gt;
* Swamp Coast Reef&lt;br /&gt;
**The [[Thimble Piep-Piep|Piep-Piep]] dynasty was said to rule over the swamplands.&lt;br /&gt;
*[[The Library|Amparo]] (&#039;&#039;ruins)&#039;&#039;&lt;br /&gt;
* [[Atla]] &#039;&#039;(submerged off coast)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== [[Galik (Domain)|Galik]] ===&lt;br /&gt;
* [[Golik|Galik]]&lt;br /&gt;
* [[Ravendale]]&lt;br /&gt;
** Home to Ravendale Spa&lt;br /&gt;
*[[Mount Croghan]]&#039;&#039;&#039;,&#039;&#039;&#039; a volcano just outside of Galik&#039;s city limits.&lt;br /&gt;
*[[The Twin Devils]], another set of volcanic mountains in the area.&lt;br /&gt;
&lt;br /&gt;
=== [[Gulfithorp Isles]] ===&lt;br /&gt;
*[[Scoville]]&lt;br /&gt;
*[[Pepperoncini]]&lt;br /&gt;
&lt;br /&gt;
=== Kingdom of Xender Pleth ===&lt;br /&gt;
* [[Xender City]]&lt;br /&gt;
* [[Ymbtrymman]]&lt;br /&gt;
&lt;br /&gt;
=== [[Luggland]] ===&lt;br /&gt;
* [[Wistil]]&lt;br /&gt;
* [[Zodia]]&lt;br /&gt;
* [[Leona]]&lt;br /&gt;
* [[Hamleton]]&lt;br /&gt;
* [[Luogo di Canzone]], a small town supported mostly by its Opera House.&lt;br /&gt;
&lt;br /&gt;
=== Sotchala ===&lt;br /&gt;
&lt;br /&gt;
=== Troverth ===&lt;br /&gt;
* [[Tungas]]&lt;br /&gt;
* [[Mystide]]&lt;br /&gt;
* [[Wheldrake]]&lt;br /&gt;
* [[Warukami]]&lt;br /&gt;
&lt;br /&gt;
=== [[Wistness]] ===&lt;br /&gt;
* [[Ambleside]]&lt;br /&gt;
&lt;br /&gt;
=== Unspecified ===&lt;br /&gt;
&lt;br /&gt;
*Glengary&lt;br /&gt;
&lt;br /&gt;
== Map Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Lugg.png|A geographic map of the east coast, Lugg&lt;br /&gt;
Galikmountainmap.png|A map outlining volcanoes near the Galik domain.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Quelmar}}&lt;br /&gt;
[[Category:Amusa]]&lt;/div&gt;</summary>
		<author><name>E3va</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Nestle&amp;diff=18333</id>
		<title>Nestle</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Nestle&amp;diff=18333"/>
		<updated>2022-12-31T15:15:57Z</updated>

		<summary type="html">&lt;p&gt;E3va: linked dolina region&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_Kingdom|title1 = Nestle|image1 = A-small-town-on-the-fjord-approaching-kotor-montenegro-europe-D2R158.jpg|type_of_govt = Band Society|allies = [[Ambleside]]|primary_races = [[Human]], [[Dragonborn]], [[Halfing]]|caption1 = A view of Nestle from the bay}}&#039;&#039;&#039;Nestle &#039;&#039;&#039;(/&#039;nɛsəl/) is a small city on the coast of [[Cauldomo]] with a small port mainly used for ferrying goods and people across the bay to [[Dolina Region|Dolina]]. &lt;br /&gt;
== Government ==&lt;br /&gt;
[[File:Yeomannestle.png|left|thumb|A Town Notice about the Upcoming Yeoman competition]]&lt;br /&gt;
&lt;br /&gt;
=== Yeoman ===&lt;br /&gt;
In Nestle, the &#039;&#039;Yeoman&#039;&#039; is the acting leader of the small city with a four year term. The Yeoman acts as both the figure head and actual working head of the city. For example, this position is the head of the Stockmans and their vote counts as two on this board, but they also act as ambassador to nearby domains, especially [[Dolina]] (their closest trading partner). &lt;br /&gt;
&lt;br /&gt;
The Yeoman title and position can be earned every fourth year at the beginning of the [[Quelmar Seasons|new autumnal cycle]] during the &#039;&#039;&#039;Cycle Festival&#039;&#039;&#039;. This festival replaces the annual Harvest Festival as there are no crops to be presented after the one year of winter, spring, and summer. Instead, participants in this festival will compete in feats of strength, ingenuity, and diplomatic skill. Common events are the &#039;&#039;The Lost Sheep&#039;&#039;, &#039;&#039;the Family Dispute&#039;&#039;, and &#039;&#039;Kobold Tossing Mach II &#039;&#039;among others. &lt;br /&gt;
&lt;br /&gt;
Below is a sample of events and descriptions. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Deception  Detection&lt;br /&gt;
|Insight based competition in which two people lie to the Yeoman-elects and they have to determine who is truthful&lt;br /&gt;
|-&lt;br /&gt;
|The Signature Race&lt;br /&gt;
|Competition in which a small stack  of documents requiring initials and signatures is handed out to each  competitor.&lt;br /&gt;
|-&lt;br /&gt;
|Gourd Guard&lt;br /&gt;
|Ranged based challenge, 4 distanced  targets each with a different difficulty to hit, elects have 5 gourds to toss to try to  maximize their points.&lt;br /&gt;
|-&lt;br /&gt;
|The Family Dispute&lt;br /&gt;
|Competition in which absurd unarguable topics are pulled from a hat and the Yeoman-elects must argue. In 465, topics included:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;A Dragonborn can marry a Tabaxi, therefore a Dragonborn should also be able to marry a housecat.&#039;&#039;&lt;br /&gt;
* &#039;&#039;Tiamat is right---all creatures should bow before the might of the evil dragon army.&#039;&#039;&lt;br /&gt;
* &#039;&#039;Hobbits are too short, therefore they should be paired up and placed on each other&#039;s shoulders.&#039;&#039;&lt;br /&gt;
* &#039;&#039;Endangered creatures should be quickly exterminated to make room for those that are clearly winning at evolution.&#039;&#039;&lt;br /&gt;
* &#039;&#039;If you steal something, it is now in your possession, thus it IS your possession and you own it legally.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Wheat is useless, get rid of it.&#039;&#039;&lt;br /&gt;
* &#039;&#039;Exotic races should be wrangled up and added to our zoos for the enjoyment of humans.&#039;&#039;&lt;br /&gt;
* &#039;&#039;What entering senility, creatures should be killed and have their bodies used by necromancers as cheap labor.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;All Aarakora should have their wings clipped, as flight isn&#039;t a luxury everyone can have.&#039;&#039;&lt;br /&gt;
* &#039;&#039;Golf isn&#039;t a sport.&#039;&#039;&lt;br /&gt;
* &#039;&#039;Bards and other Artists do not contribute anything to society.&#039;&#039;&lt;br /&gt;
* &#039;&#039;The Gods are just very powerful mortals, which means religions are just a big pyramid scheme.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;All newborn children should be painted with semi permanent body inks so that we can tell babies apart easily.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Drinking Contest&lt;br /&gt;
|Constitution based competition to see who can  hold their liquor the most. (followed by potions of sobriety/healing)&lt;br /&gt;
|-&lt;br /&gt;
|Kobold Tossing  Mach II&lt;br /&gt;
|Competition in which elects toss  kobolds at a board to try to get on the target.&lt;br /&gt;
|-&lt;br /&gt;
|Lost Sheep Carry&lt;br /&gt;
|Final Challenge,  requires escorting a lost sheep through a small (converted basement) dungeon, 1st place gets 3 points, 2nd place 2  points, 3rd place 1 point.&lt;br /&gt;
|}&lt;br /&gt;
The top three contestants at the end will be put on the ballot, and one will be chosen out of the three by majority vote.&lt;br /&gt;
&lt;br /&gt;
The winner of the Cycle Festival in 465 PR is Barley the Lizardfolk.&lt;br /&gt;
&lt;br /&gt;
=== The Stockmans ===&lt;br /&gt;
The Stockmans is a board of citizens with staggered two year terms. The Stockmans lead all other boards and commissions in the area including the Plowman&#039;s Association, the Merchant&#039;s Guild, and the Herders to name a few. They act to end disputes between other groups, make new laws, repeal old ones, and, most notably, assign tasks such as setting tariffs, or training the local militia to the other boards. The Yeoman is the head of this group and their vote counts as two.&lt;br /&gt;
&lt;br /&gt;
The Stockmans earn their place on the board by competing in the Harvest Festival every year. The Master of the Festival earns one seat every year by default, and the second seat is chosen by luck of the draw from the pool of other event winners. This position has to be confirmed every year, however, by popular vote. If not confirmed, another name will be pulled randomly from the pool of winners.&lt;br /&gt;
&lt;br /&gt;
=== Notable Laws ===&lt;br /&gt;
* All fire magic is banned within a radius of five miles of Nestle&#039;s city limits&lt;br /&gt;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
[[File:NestlePoster.png|thumb|Town Poster. JUST GOURDS!]]&lt;br /&gt;
&lt;br /&gt;
=== Tourism ===&lt;br /&gt;
As one of the only ports bayside in Cauldomo, Nestle has become a hub for local tourism between Dolina and Cauldomo. Taverns, inns, and other entertainment centers have cropped up in Nestle to meet the demand of the temporary travelers. Most notably, one previous benefactor built a small stage for traveling troupes to perform at, but generally this space is used to host the famed weekly Nestle Farmer&#039;s Market. &lt;br /&gt;
&lt;br /&gt;
What draws travelers from more far-reaching places, however, Nestle&#039;s eternal autumnal atmosphere. A stroll down any street would reveal trees which are somehow always in their golden glory, light posts constantly lit with a flickering candle, and the smell of cinnamon and nutmeg wafting on the air. Many the cafes in town cater to this crowd and therefore serve special locally brewed hot ciders, soups, and pumpkin pie year round while some of the nearest farms will send hourly hay wagons to cart tourists to corn mazes, tractor pull events, and more. &lt;br /&gt;
&lt;br /&gt;
=== Agriculture ===&lt;br /&gt;
Like most of Cauldomo, agriculture is the main export out of Nestle from the surrounding rural farming communities. The largest of these crops are the gourds and autumnal vegetables which the area is so well known for. This has lead to many large farming conglomerates to form in the area, and many of these have head offices in Nestle. Additionally, Nestle&#039;s port has grown over the years to support the burgeoning trade and agricultural exports out of town.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
=== Contribution to The Teleportation Circle ===&lt;br /&gt;
During the Holy War and subsequent Realm War, many of Cauldomo&#039;s then neighbors outlawed, and outright hunted Dragonborn, Lizardfolk, and other such reptilian species. Therefore, to escape persecution from the rest of the continent, the Dragonborn and other Lizardfolk formed a domain in the West called Dolina. However, getting to Dolina was not a simple task for Dragonborn in the East and if caught unprepared, refugee Dragonborn would often be at the mercy of strangers during their trek to Dolina. Initially started by a small town in central Amusa, the Teleportation Circle was a solution to this problem. Locals resorted to smuggling Dragonborn across borders and eventually into Dolina, so they set up a series of stops, called &amp;quot;Circles&amp;quot;, across the continent where they would be safe on their journey.&lt;br /&gt;
&lt;br /&gt;
The region that is now Cauldomo was rife with these safe havens and many small towns and cities still have the underground infrastructure such as caves and tunnels where Dragonborn were held and transported. A few citizens on Nestle took this problem very seriously and expanded upon a series of pre-existing caverns beneath the farmland and city. The path they created led from the behind a local farmhouse to the basement of an inn on the water, now called the Nourishmentation Circle. There, they could hide in secret until the next ferry came in. A small boat , typically used for food shipments, could then be loaded in the basement full of Dragonborns, and sent out to meet the ferry. The ferry would then take them safely across the water to Dolina.&lt;br /&gt;
&lt;br /&gt;
For more information, visit the [[Cauldomo]] page.&lt;br /&gt;
&lt;br /&gt;
=== The Burning Blight ===&lt;br /&gt;
Hundreds of years after the Realm War, The Teleportation Circle became a well-known piece of legend. However, for a small, hateful group of purists it wasn&#039;t just history. Comprised mostly of human descendants of [[Troverth Dynasty|Troverthians]], this small group trained themselves for years in the art of fire magic with one purpose: vengeance. Offended that anyone would have allowed, much less assisted, a dragon kind in escape to Dolina, this group planned a strike against many of the well-known participants in The Teleportation Circle. &lt;br /&gt;
&lt;br /&gt;
Nestle was one such target of their revenge. Thus, late one night, all six farms immediately surrounding Nestle went up in flames. Fortunately, only flames from one farm managed to spread into the city proper and only a small portion of the city&#039;s wall and internal infrastructure was lost. The farms themselves, however, were not so lucky and were completely ravaged by the event. The loss of so many farmsteads lead to a shortage of food during the next Cycle Year and many lives were lost to starvation during that period. &lt;br /&gt;
&lt;br /&gt;
This event lead to not just the founding of the grain reserves and Famine Festival, but also to the banning of fire magic anywhere within five miles of the city. &lt;br /&gt;
&lt;br /&gt;
== The Harvest Festival ==&lt;br /&gt;
&lt;br /&gt;
=== Origins ===&lt;br /&gt;
Before the domain-wide Harvest Festival in conjunction with [[Wistness]], each town in [[Cauldomo]] much choose who to send to represent them in each of the events. In order to decide who to send, and who gets to sit on the Stockmans, Nestle hosts a Harvest Festival of their own every year. &lt;br /&gt;
&lt;br /&gt;
=== The Smuggler&#039;s Run ===&lt;br /&gt;
This festival corresponds with the first day of every new year, and the entire town shuts down for a full week of celebrations. Held during the first night of the new year, the kick-off event of every festival is special to Nestle: the Smuggler&#039;s Run. During this event, participants must get from the farmhouse where the The Teleportation Circle route once began out to an awaiting ferry in the bay. Participants may choose to get between the two however the wish, but they must not be caught by the rest of the townsfolk who are out looking for them. Whomever reaches the ferry first without being caught is crowned the winner of this event and receives free passage on the ferry to Dolina for the rest of the year.&lt;br /&gt;
&lt;br /&gt;
=== Stockman Positions ===&lt;br /&gt;
After the Smuggler&#039;s Run, the festivities continue throughout the week with an array of other events such as judging for the largest vegetable, best presented produce platter, cook-offs, bale rolling, gourd carving, and more. Winners of each event will have their names added to a ceremonial glass pumpkin throughout the festival. The townsfolk who wins the most events will be crowned the Master of Festival and will automatically earn a position on the Stockman&#039;s Board. At the end of the event, one name will also be drawn and the winner will have the chance to sit on the Stockman&#039;s Board if confirmed by majority vote.&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
&lt;br /&gt;
=== Temple of Yondalla ===&lt;br /&gt;
Unlike many worship centers, temples of Yondalla are often located in small, homely buildings built into the sides of hills and under green spaces. The Nestle temple is no different and is located in the heart of town beneath the grassy knoll of the Plowman&#039;s Association Headquarters. This center is unique, however, in that it doubles as the grain reserve for Nestle and there are several large underground silos beneath it in which to hold the stored goods. These silos are slowly filled over the three years of Autumn in order to feed the community during the Cycle Year. &lt;br /&gt;
&lt;br /&gt;
The day that they become full, the temple and Plowman&#039;s Association sponsor a one evening Famine Festival. Founded the Cycle after the Burning Blight, this festival celebrates the staving off of starvation for another Cycle. The morning of the festival, a large cornucopia is placed outside the temple&#039;s doors and over the course of the day, residents may come and leave food items in it. In the evening, tables are set up in town square and the festival begins with the wheeling in of the full cornucopia. For the rest of the night, participants can enjoy the foods left in the cornucopia with each other during the massive feast that ensues.&lt;br /&gt;
&lt;br /&gt;
== Residents ==&lt;br /&gt;
&lt;br /&gt;
=== Dragonborn and Lizardfolk Community ===&lt;br /&gt;
While Amusa has a history of persecuting Dragonborn and lizard kind, Nestle has always been more accepting of them due to their nearness to Dolina. Therefore, there is a strong Dragonborn and Lizardfolk community in town comprised mostly of third and fourth generation immigrants. They have often settled near the docks and along the water, as they are mostly sailors and merchants by trade.&lt;br /&gt;
&lt;br /&gt;
Most notably, the local tavern The Nourishmentation Circle was founded by a local Dragonborn who was once saved by The Circle which operated out of its basement. Years later, the Dragonborn returned and brought the dying tavern back to life with a new name and new interior, thereby preserving its history. Since then, the Nourishmentation Circle has been run by their descendants and is a favorite among sailors, tourists, and locals alike.&lt;br /&gt;
[[File:Nestlemap.png|thumb|348x348px|The distinct communities of Nestle can be seen from above.]]&lt;br /&gt;
&lt;br /&gt;
=== Halfling Community ===&lt;br /&gt;
While [[Luggland]] is best known for its large Halfling populace, Cauldomo also has its fair share of Halflings - mostly farmers. The fields and farms surrounding Nestle are no exception and some have chosen to settle within city limits. &lt;br /&gt;
&lt;br /&gt;
Frequently, Halflings will be members of the Plowman&#039;s Association and be elected to its board. When elected, it is common for board members to temporarily move into town for the duration of their term, so the Plowman&#039;s Association has rooms set aside for this purpose in their headquarters near the center of town. Therefore, many of the Halflings who choose to live within the city&#039;s walls will move into the area surrounding these headquarters. &lt;br /&gt;
&lt;br /&gt;
There is also a worship center in this area built to honor Yondalla - Creator of Halflings and God of the Harvest. Many farmers from the surrounding countryside, including many Halflings, will make a pilgrimage to this homely temple before planting their crops and again just before harvesting them in order to gain Yondalla&#039;s blessings. While it is also common to see followers seeking help at the temple on Market mornings, many are more likely to instead drop a coin or two into the Wellspring of Fortune - aka the local wishing well. &lt;br /&gt;
&lt;br /&gt;
In recent years, a Halfling was prominently promoted to the position of Gourd Guard General: the head of the local Gourd Guard chapter and all its legummaires. There was some dissent in town over this promotion as the position had been previously held for over fifty years by an older, well-seasoned and well-loved Dragonborn sailor. However, the sailor handed over the position himself to his Halfling successor, so it was never officially disputed.&lt;br /&gt;
&lt;br /&gt;
=== Others ===&lt;br /&gt;
While Haflings and Dragonborn have created distinct districts in Nestle for their communities, there are many other races who have settled indiscriminately in Nestle. It is common to see humans, elves, and kobolds settled in town and the surrounding farming communities. Many more races are represented in the tourist and sailing population of Nestle, so who you may see on any given day tends to be heavily dependent on which ships are in port. &lt;br /&gt;
&lt;br /&gt;
== Notable Businesses ==&lt;br /&gt;
&lt;br /&gt;
=== Taverns and Inns ===&lt;br /&gt;
* The Edesian (owned by [[Edna]])&lt;br /&gt;
* Krack and the Beanstalk&lt;br /&gt;
* That&#039;s Gourd! &lt;br /&gt;
* The Nourishmentation Circle&lt;br /&gt;
&lt;br /&gt;
=== Merchants and Shops ===&lt;br /&gt;
* Weekly Farmer&#039;s Market&lt;br /&gt;
* Just Gourds&lt;br /&gt;
* Leggo My Legumes&lt;br /&gt;
* Herb Inc.&lt;br /&gt;
&lt;br /&gt;
=== Boards and Commissions ===&lt;br /&gt;
* The Merchant&#039;s Guild&lt;br /&gt;
* The Plowman&#039;s Association&lt;br /&gt;
* Harvest Festival Commission&lt;br /&gt;
* Gourd Guard: Nestle Chapter&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
[[Category:Amusa]]&lt;br /&gt;
[[Category:Ancients Alive]]&lt;/div&gt;</summary>
		<author><name>E3va</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=The_Starless_Sea&amp;diff=18249</id>
		<title>The Starless Sea</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=The_Starless_Sea&amp;diff=18249"/>
		<updated>2022-12-15T15:26:38Z</updated>

		<summary type="html">&lt;p&gt;E3va: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox location|title = {{PAGENAME}}|type = Library|location = Undisclosed Cavern System|image=The-Starless-Sea.jpg}}Loch Lockless is a mysterious library whose very existence is frequently questioned.&lt;br /&gt;
&lt;br /&gt;
==About==&lt;br /&gt;
Loch Lockless is known to the general public only through legend. Most simply believe it does not exist. When it is mentioned, it is typically the safe-haven for the hero of the story that they may accidentally stumble into - a location for a lost soul to briefly hide, rest, and perhaps receive advice, before they continue on.&lt;br /&gt;
&lt;br /&gt;
== Relation to the Locksmiths ==&lt;br /&gt;
It is only the highest in the [[The Locksmiths|Locksmith]]&#039;s ranks who know a piece of the truth. In one of the first Locksmith temples there has always been one wall which was painted to resemble the Door of Selune. In the search for Selune and the Feywild, one day the Locksmiths discovered a key and it was accidentally discovered to unlock the painted door. When inserted. however, the key and lock containing it simply disappeared. The door lead deep beneath the temple to a library containing a wide variety of volumes, scrolls, recipes, and bits of paper with verse, but it did not seem to be staffed, or inhabited - despite the candles always seeming to be lit. The most notable feature, however, was the vast harbor and cavern it resided in which ultimately gave the location its name. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Over the years, many tried to add locks to The Door, only to find in the morning they had gone. So it simply remained unlocked. But the truth of the door was a well kept secret. Only when a Locksmith thought to open the painted door would they be granted access and custodianship. And so the charge of the library was passed from Locksmith to Locksmith - each with their own vision. And so the library began to sprawl in unexpected and unusual ways, until you could pass from a cozy room covered in thick rugs with bookshelves pressing in on all sides to an expanse of ballroom lined with sheets of music in but a few a steps. Across all keepers, however, one tenet held - the library would only be filled with truly lost pieces. Pieces which they know will not be found. Pieces which are lost forever, and which can find a new home in the library.&lt;br /&gt;
&lt;br /&gt;
== Other Inhabitants ==&lt;br /&gt;
Occasionally, other people than the Locksmiths, with other keys, and other doors, have stumbled into the Loch Lockless. Sometimes they have met the Locksmiths who frequent there - and other times not. Typically, these people wake the next day and believe their trip there to have been a dream, but occasionally someone (often a child) will realize the truth. These someones frequent the library for however long they feel right, until they are chased out by a crochety Locksmith, or until their door or key is lost- whichever comes first. &lt;br /&gt;
[[Category:Location]]&lt;/div&gt;</summary>
		<author><name>E3va</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=The_Starless_Sea&amp;diff=18248</id>
		<title>The Starless Sea</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=The_Starless_Sea&amp;diff=18248"/>
		<updated>2022-12-15T15:22:58Z</updated>

		<summary type="html">&lt;p&gt;E3va: Changed name and origin of Loch Lockless&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox location|title = {{PAGENAME}}|type = Library|location = Undisclosed Cavern System|image=The-Starless-Sea.jpg}}Loch Lockless is a mysterious library whose very existence is frequently questioned.&lt;br /&gt;
&lt;br /&gt;
==About==&lt;br /&gt;
Loch Lockless is known to the general public only through legend. Most simply believe it does not exist. When it is mentioned, it is typically the safe-haven for the hero of the story that they may accidentally stumble into - a location for a lost soul to briefly hide, rest, and perhaps receive advice, before they continue on.&lt;br /&gt;
&lt;br /&gt;
== Relation to the Locksmiths ==&lt;br /&gt;
It is only the highest in the [[The Locksmiths|Locksmith]]&#039;s ranks who know a piece of the truth. In one of the first Locksmith temples there has always been one wall which was painted to resemble the Door of Selune. In the search for Selune and the Feywild, one day the Locksmiths discovered a key and it was accidentally discovered to unlock the painted door. When inserted. however, the key and lock containing it simply disappeared. The door lead deep beneath the temple to a library containing a wide variety of volumes, scrolls, recipes, and bits of paper with verse, but it did not seem to be staffed, or inhabited - despite the candles always seeming to be lit. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Over the years, many tried to add locks to The Door, only to find in the morning they had gone. So it simply remained unlocked. But the truth of the door was a well kept secret. Only when a Locksmith thought to open the painted door would they be granted access and custodianship. And so the charge of the library was passed from Locksmith to Locksmith - each with their own vision. And so the library began to sprawl in unexpected and unusual ways, until you could pass from a cozy room covered in thick rugs with bookshelves pressing in on all sides to an expanse of ballroom lined with sheets of music in but a few a steps. Across all keepers, however, one tenet held - the library would only be filled with truly lost pieces. Pieces which they know will not be found. Pieces which are lost forever, and which can find a new home in the library.&lt;br /&gt;
&lt;br /&gt;
== Other Inhabitants ==&lt;br /&gt;
Occasionally, other people than the Locksmiths, with other keys, and other doors, have stumbled into the Loch Lockless. Sometimes they have met the Locksmiths who frequent there - and other times not. Typically, these people wake the next day and believe their trip there to have been a dream, but occasionally someone (often a child) will realize the truth. These someones frequent the library for however long they feel right, until they are chased out by a crochety Locksmith, or until their door or key is lost- whichever comes first. &lt;br /&gt;
[[Category:Location]]&lt;/div&gt;</summary>
		<author><name>E3va</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Pepperoncini&amp;diff=16452</id>
		<title>Pepperoncini</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Pepperoncini&amp;diff=16452"/>
		<updated>2022-07-14T00:20:31Z</updated>

		<summary type="html">&lt;p&gt;E3va: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The coastal town of Pepperoncini (sometimes bastardized as &amp;quot;Pepper Chine&amp;quot;) lies at the northern tip of the island of Morugana in the Devil&#039;s Tongue island chain among the [[Gulfithorp Isles]]. It is the home of the clan of Norixius, a group of human and dragonborn kin who pay tribute for their draconic ancestry to the Great General bronze dragon [[Tenorixion]].&lt;br /&gt;
&lt;br /&gt;
== Spoilers Ahead ==&lt;br /&gt;
For those who intend to play in Rachael H&#039;s crafting campaign, this page contains major spoilers. Please read with caution.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
After the great dividing of the Norixus Clan, part of the family took up residence on Morugana, and eventually formed Pepperocini. As the family and Cult of Bronze grew, so did the town. &lt;br /&gt;
&lt;br /&gt;
The town came to thrive on its own outside of either the Norixus or the Cult of the Bronze and people of all races, creeds, etc came to live in the idyllic location and the Norixus family built up a large estate outside of town on the Northern cliffs of the Isle.&lt;br /&gt;
&lt;br /&gt;
After a tyrant came to lead the Cult of Bronze, the townspeople of Pepperocini not only demanded the disbandment of the Cult, but also asked for reparations, and repayment of large debts that they had accrued. After this, the cult ceased to exist in Pepperocini and the Norixus family took on their ancestral name of Umha to distance themselves from the once tyrant. &lt;br /&gt;
&lt;br /&gt;
The Umha family never could manage to pay back their large debts, however, and the town never fully recovered. Over time, almost all members of the town moved out to other nearby villages and cities and by 1296 PR, the town is but a ghost.&lt;br /&gt;
&lt;br /&gt;
== Notable Residents ==&lt;br /&gt;
[[(Norixius) Medrash|Medrash]], a bronze draconic sorcerer who some blame for the &amp;quot;Burning of Ambleside&amp;quot; in 465 PR is a member of the Norixius clan and was born in Pepperoncini.&lt;br /&gt;
&lt;br /&gt;
[[Tenorixion]], the Great General, is said to have frequented the town in order to mingle with the members of the Norixius clan. This was seemingly confirmed when Ginevra, a woman of Pepperoncini, gave birth to a dragonborn daughter, Tehemina. Tehemina would go on to birth eight children, all dragonborn, including Ilaria, mother of Medrash.&lt;br /&gt;
&lt;br /&gt;
[[Category:Amusa]]&lt;br /&gt;
[[Category:Ancients Alive]]&lt;/div&gt;</summary>
		<author><name>E3va</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Tenorixion&amp;diff=16451</id>
		<title>Tenorixion</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Tenorixion&amp;diff=16451"/>
		<updated>2022-07-14T00:13:09Z</updated>

		<summary type="html">&lt;p&gt;E3va: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Tenorixion.jpg|thumb|289x289px]]&lt;br /&gt;
&#039;&#039;&#039;Tenorixion&#039;&#039;&#039; (aka &#039;&#039;The Great Warlord, The Bronze General, Tenor the Cunning&#039;&#039;) was a Bronze [[Dragon]] of Quelmar. He is of unknown age but was alive during the [[Holy War]] as a warrior of [[Bahamut]]. Due to his interest in the affairs of the earthly realms he frequently intervened on behalf of Bahamut in order to assist the peoples of the Eastern Regions of the realm in their fight against the servants of [[Tiamat]]. In that regards, he was said to have tallied up a massive kill count, of both evil dragons and Tiamat apologists, even long after the war was over.&lt;br /&gt;
&lt;br /&gt;
Tenorixion was killed in a surprise ambush by [[The Paladin]] accidentally incurred during an episode of panic [[Ancients Alive/Players and Characters|by the heroes who were hunting the Paladin down]].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Often polymorphed into a warlord known as &amp;quot;&#039;&#039;&#039;Tenor the Cunning&#039;&#039;&#039;&amp;quot; on the side of protecting the [[Gulfithorp Isles]], and the lands there paid him to fight on their behalf...luckily a war torn area, so plenty of relics to satisfy his lust for hoarding.&lt;br /&gt;
&lt;br /&gt;
He survived the Holy Wars and was one of the warlords responsible for destroying most of the water and coast-dwelling disciples of Tiamat. But he fled and went into hiding soon after due to the bloodlust of the dragonslayers in the wake of the conflict.&lt;br /&gt;
&lt;br /&gt;
In the 460s [[PR]], Tenorixion struck a deal with the arcanaloth known as [[Golkont the Hawk Mage]]. Arcanaloths by nature are constantly hungering for nature, and Tenorixion&#039;s long life and centuries of exploits both in public and private could provide a feast for the mage. In return, Golkont was to bring Tenorixion as many powerful magic items and weapons as he could. Which included, unfortunately, the [[Tools of the Primordial Ancients]]. It was in Golkont&#039;s quest to retrieve these tools that eventually led to him bringing Tenorixion the [[Orb of Gales]], [[The Crown of Empyrosis|Crown of Empyrosis]], and [[Staff of the Marsh]]. &lt;br /&gt;
&lt;br /&gt;
And it was Tenorixion&#039;s posession of these items that led to him crossing paths with [[The Paladin]], his slayer.&lt;br /&gt;
&lt;br /&gt;
== About ==&lt;br /&gt;
Tenorixion maintained his lair in an underwater cove in the straights between the islands of Morugana and Dorsetnaga. In the years immediately following the Holy War, members of the clan have reported evidence of the bronze dragon&#039;s presence. Sudden and unexplained weather changes in the coastal town of Pepperoncini, distinct shimmering underwater vegetation near the coasts, and the tales of Tenor the Cunning frequenting the villages at the center of the island have seemingly confirmed his presence for the Norixius. However it was all taken as speculation, with no confirmed sightings of Tenorixion in either dragon form or his dragonborn form have been reported by the villagers.&lt;br /&gt;
&lt;br /&gt;
Tenorixion&#039;s diet consisted primarily of underwater ore deposits and fish, but also Copper Pieces, of which he had hundreds of piles, several feet thick.&lt;br /&gt;
&lt;br /&gt;
=== Horde ===&lt;br /&gt;
Besides hording copper pieces, Tenorixion also considered himself a horder of powerful, dangerous, cursed, and evil artifacts, which he kept in a cove near his lair underwater between Morugana and Dorsetnaga. &lt;br /&gt;
&lt;br /&gt;
Most of the collection is powerful but cursed, or too powerful for mortals, or otherwise holds an otherworldly danger to the realm. &lt;br /&gt;
&lt;br /&gt;
Many of the items were gifts from [[Golkont the Hawk Mage]], an arcanaloth who traded knowledge for goods. At one point in time, Tenorixion briefly was in possession of 3 of the 4 [[Tools of the Primordial Ancients]], making him a target of [[The Paladin]]. Tenorixion also held the [[List of Magic Items#L|Lens of Destiny]]&lt;br /&gt;
&lt;br /&gt;
Upon Tenorixion&#039;s death, his Death Magic was released casting a powerful Darkness spell over the entire horde. This served as an endless protection for the horde as it made it difficult to traverse, and lead to any would-be thieves to bump into powerful cursed artifacts - often either leading to their death or immediate retreat. &lt;br /&gt;
&lt;br /&gt;
=== Cult of Bronze ===&lt;br /&gt;
During his time on Morugana, Tenorixion inspired the [[Norixus clan|Norixus Clan]] who eventually formed a Cult to worship and serve him. Tenorixion sent them around the material plane to collect artifacts for his horde, and allowed them to create several entrances to his underground lair. After Ten&#039;s death, the cult continued to protect the horde as best they could in an attempt to keep the artifacts from wreaking havoc on the realm as Ten had done.&lt;br /&gt;
[[Category:Ancients Alive]]&lt;/div&gt;</summary>
		<author><name>E3va</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Tenorixion&amp;diff=16450</id>
		<title>Tenorixion</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Tenorixion&amp;diff=16450"/>
		<updated>2022-07-14T00:12:36Z</updated>

		<summary type="html">&lt;p&gt;E3va: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Tenorixion.jpg|thumb|289x289px]]&lt;br /&gt;
&#039;&#039;&#039;Tenorixion&#039;&#039;&#039; (aka &#039;&#039;The Great Warlord, The Bronze General, Tenor the Cunning&#039;&#039;) was a Bronze [[Dragon]] of Quelmar. He is of unknown age but was alive during the [[Holy War]] as a warrior of [[Bahamut]]. Due to his interest in the affairs of the earthly realms he frequently intervened on behalf of Bahamut in order to assist the peoples of the Eastern Regions of the realm in their fight against the servants of [[Tiamat]]. In that regards, he was said to have tallied up a massive kill count, of both evil dragons and Tiamat apologists, even long after the war was over.&lt;br /&gt;
&lt;br /&gt;
Tenorixion was killed in a surprise ambush by [[The Paladin]] accidentally incurred during an episode of panic [[Ancients Alive/Players and Characters|by the heroes who were hunting the Paladin down]].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Often polymorphed into a warlord known as &amp;quot;&#039;&#039;&#039;Tenor the Cunning&#039;&#039;&#039;&amp;quot; on the side of protecting the [[Gulfithorp Isles]], and the lands there paid him to fight on their behalf...luckily a war torn area, so plenty of relics to satisfy his lust for hoarding.&lt;br /&gt;
&lt;br /&gt;
He survived the Holy Wars and was one of the warlords responsible for destroying most of the water and coast-dwelling disciples of Tiamat. But he fled and went into hiding soon after due to the bloodlust of the dragonslayers in the wake of the conflict.&lt;br /&gt;
&lt;br /&gt;
In the 460s [[PR]], Tenorixion struck a deal with the arcanaloth known as [[Golkont the Hawk Mage]]. Arcanaloths by nature are constantly hungering for nature, and Tenorixion&#039;s long life and centuries of exploits both in public and private could provide a feast for the mage. In return, Golkont was to bring Tenorixion as many powerful magic items and weapons as he could. Which included, unfortunately, the [[Tools of the Primordial Ancients]]. It was in Golkont&#039;s quest to retrieve these tools that eventually led to him bringing Tenorixion the [[Orb of Gales]], [[The Crown of Empyrosis|Crown of Empyrosis]], and [[Staff of the Marsh]]. &lt;br /&gt;
&lt;br /&gt;
And it was Tenorixion&#039;s posession of these items that led to him crossing paths with [[The Paladin]], his slayer.&lt;br /&gt;
&lt;br /&gt;
== About ==&lt;br /&gt;
Tenorixion maintained his lair in an underwater cove in the straights between the islands of Morugana and Dorsetnaga. In the years immediately following the Holy War, members of the clan have reported evidence of the bronze dragon&#039;s presence. Sudden and unexplained weather changes in the coastal town of Pepperoncini, distinct shimmering underwater vegetation near the coasts, and the tales of Tenor the Cunning frequenting the villages at the center of the island have seemingly confirmed his presence for the Norixius. However it was all taken as speculation, with no confirmed sightings of Tenorixion in either dragon form or his dragonborn form have been reported by the villagers.&lt;br /&gt;
&lt;br /&gt;
Tenorixion&#039;s diet consisted primarily of underwater ore deposits and fish, but also Copper Pieces, of which he had hundreds of piles, several feet thick.&lt;br /&gt;
&lt;br /&gt;
=== Horde ===&lt;br /&gt;
Besides hording copper pieces, Tenorixion also considered himself a horder of powerful, dangerous, cursed, and evil artifacts, which he kept in a cove near his lair underwater between Morugana and Dorsetnaga. &lt;br /&gt;
&lt;br /&gt;
Most of the collection is powerful but cursed, or too powerful for mortals, or otherwise holds an otherworldly danger to the realm. &lt;br /&gt;
&lt;br /&gt;
Many of the items were gifts from [[Golkont the Hawk Mage]], an arcanaloth who traded knowledge for goods. At one point in time, Tenorixion briefly was in possession of 3 of the 4 [[Tools of the Primordial Ancients]], making him a target of [[The Paladin]]. Tenorixion also held the [[List of Magic Items#L|Lens of Destiny]]&lt;br /&gt;
&lt;br /&gt;
Upon Tenorixion&#039;s death, his Death Magic was released casting a powerful Darkness spell over the entire horde. This served as an endless protection for the horde as it made it difficult to traverse, and lead to any would-be thieves to bump into powerful cursed artifacts - often either leading to their death or immediate retreat. &lt;br /&gt;
&lt;br /&gt;
=== Cult of Bronze ===&lt;br /&gt;
During his time on Morugana, Tenorixion inspired the [[Norixus Clan]] who eventually formed a Cult to worship and serve him. Tenorixion sent them around the material plane to collect artifacts for his horde, and allowed them to create several entrances to his underground lair. After Ten&#039;s death, the cult continued to protect the horde as best they could in an attempt to keep the artifacts from wreaking havoc on the realm as Ten had done.&lt;br /&gt;
[[Category:Ancients Alive]]&lt;/div&gt;</summary>
		<author><name>E3va</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Tenorixion&amp;diff=16449</id>
		<title>Tenorixion</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Tenorixion&amp;diff=16449"/>
		<updated>2022-07-14T00:11:49Z</updated>

		<summary type="html">&lt;p&gt;E3va: added cult of bronze info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Tenorixion.jpg|thumb|289x289px]]&lt;br /&gt;
&#039;&#039;&#039;Tenorixion&#039;&#039;&#039; (aka &#039;&#039;The Great Warlord, The Bronze General, Tenor the Cunning&#039;&#039;) was a Bronze [[Dragon]] of Quelmar. He is of unknown age but was alive during the [[Holy War]] as a warrior of [[Bahamut]]. Due to his interest in the affairs of the earthly realms he frequently intervened on behalf of Bahamut in order to assist the peoples of the Eastern Regions of the realm in their fight against the servants of [[Tiamat]]. In that regards, he was said to have tallied up a massive kill count, of both evil dragons and Tiamat apologists, even long after the war was over.&lt;br /&gt;
&lt;br /&gt;
Tenorixion was killed in a surprise ambush by [[The Paladin]] accidentally incurred during an episode of panic [[Ancients Alive/Players and Characters|by the heroes who were hunting the Paladin down]].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Often polymorphed into a warlord known as &amp;quot;&#039;&#039;&#039;Tenor the Cunning&#039;&#039;&#039;&amp;quot; on the side of protecting the [[Gulfithorp Isles]], and the lands there paid him to fight on their behalf...luckily a war torn area, so plenty of relics to satisfy his lust for hoarding.&lt;br /&gt;
&lt;br /&gt;
He survived the Holy Wars and was one of the warlords responsible for destroying most of the water and coast-dwelling disciples of Tiamat. But he fled and went into hiding soon after due to the bloodlust of the dragonslayers in the wake of the conflict.&lt;br /&gt;
&lt;br /&gt;
In the 460s [[PR]], Tenorixion struck a deal with the arcanaloth known as [[Golkont the Hawk Mage]]. Arcanaloths by nature are constantly hungering for nature, and Tenorixion&#039;s long life and centuries of exploits both in public and private could provide a feast for the mage. In return, Golkont was to bring Tenorixion as many powerful magic items and weapons as he could. Which included, unfortunately, the [[Tools of the Primordial Ancients]]. It was in Golkont&#039;s quest to retrieve these tools that eventually led to him bringing Tenorixion the [[Orb of Gales]], [[The Crown of Empyrosis|Crown of Empyrosis]], and [[Staff of the Marsh]]. &lt;br /&gt;
&lt;br /&gt;
And it was Tenorixion&#039;s posession of these items that led to him crossing paths with [[The Paladin]], his slayer.&lt;br /&gt;
&lt;br /&gt;
== About ==&lt;br /&gt;
Tenorixion maintained his lair in an underwater cove in the straights between the islands of Morugana and Dorsetnaga. In the years immediately following the Holy War, members of the clan have reported evidence of the bronze dragon&#039;s presence. Sudden and unexplained weather changes in the coastal town of Pepperoncini, distinct shimmering underwater vegetation near the coasts, and the tales of Tenor the Cunning frequenting the villages at the center of the island have seemingly confirmed his presence for the Norixius. However it was all taken as speculation, with no confirmed sightings of Tenorixion in either dragon form or his dragonborn form have been reported by the villagers.&lt;br /&gt;
&lt;br /&gt;
Tenorixion&#039;s diet consisted primarily of underwater ore deposits and fish, but also Copper Pieces, of which he had hundreds of piles, several feet thick.&lt;br /&gt;
&lt;br /&gt;
=== Horde ===&lt;br /&gt;
Besides hording copper pieces, Tenorixion also considered himself a horder of powerful, dangerous, cursed, and evil artifacts, which he kept in a cove near his lair underwater between Morugana and Dorsetnaga. &lt;br /&gt;
&lt;br /&gt;
Most of the collection is powerful but cursed, or too powerful for mortals, or otherwise holds an otherworldly danger to the realm. &lt;br /&gt;
&lt;br /&gt;
Many of the items were gifts from [[Golkont the Hawk Mage]], an arcanaloth who traded knowledge for goods. At one point in time, Tenorixion briefly was in possession of 3 of the 4 [[Tools of the Primordial Ancients]], making him a target of [[The Paladin]]. Tenorixion also held the [[List of Magic Items#L|Lens of Destiny]]&lt;br /&gt;
&lt;br /&gt;
Upon Tenorixion&#039;s death, his Death Magic was released casting a powerful Darkness spell over the entire horde. This served as an endless protection for the horde as it made it difficult to traverse, and lead to any would-be thieves to bump into powerful cursed artifacts - often either leading to their death or immediate retreat. &lt;br /&gt;
&lt;br /&gt;
=== Cult of Bronze ===&lt;br /&gt;
During his time on Morugana, Tenorixion inspired the Norixus Clan who eventually formed a Cult to worship and serve him. Tenorixion sent them around the material plane to collect artifacts for his horde, and allowed them to create several entrances to his underground lair. After Ten&#039;s death, the cult continued to protect the horde as best they could in an attempt to keep the artifacts from wreaking havoc on the realm as Ten had done.&lt;br /&gt;
[[Category:Ancients Alive]]&lt;/div&gt;</summary>
		<author><name>E3va</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Norixus_clan&amp;diff=16448</id>
		<title>Norixus clan</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Norixus_clan&amp;diff=16448"/>
		<updated>2022-07-14T00:06:50Z</updated>

		<summary type="html">&lt;p&gt;E3va: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Spoilers Ahead ==&lt;br /&gt;
Please note: if you plan on playing in GM Rachael H&#039;s crafting campaign please do not read this page. It contains MASSIVE spoilers.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
The Norixus (or the Umha as they were once known) have lived among the Gulfithorp Isles since their inception, and have forever had the bronze draconic blood of Tenorixion in their bloodline. Before Tehemia (Medrash&#039;s grandmother), however, dragonborns were not born to their family. Tehemia was the first bronze dragonborn Norixusian, and with her the traits were introduced to their family, and many dragonborn sorcerers followed.&lt;br /&gt;
&lt;br /&gt;
For thousands of years, the Norixus specifically inhabited Doporana of the Gufilthorp Isles. Norixus lore tells us that while the volcano on Doporana was active, the clan had forges built into its side to utilize the pure heat and lava activity. Even long after its dormancy, however, metalworking remained the main trade of the Norixus clan, as Doporana was rich in a variety of precious metals. The group prides itself on passing down its knowledge not just to their descendants, but to anyone they deem worthy.&lt;br /&gt;
&lt;br /&gt;
=== The Cult of Bronze ===&lt;br /&gt;
After the Holy War and beginning of the PR era, Tenorixion settled into a new lair in the dormant volcano cone on Doporana. There, he hoarded powerful, cursed, magical artifacts to keep them safe from the mortals of the realm who might use them to harm others. Soon after his arrival, his existence as the protective warlord Tenor the Cunning became known to the Norixus who shared the island. For many years, Tenor the Cunning protected the isles, and the Norixus clan soon viewed him as a noble leader. During this time, the Umha changed their name to Norixus in honor of his leadership, and thus most are still known by this name.&lt;br /&gt;
&lt;br /&gt;
After many years, it was revealed to the Norixus that Tenorixion was, in fact, a dragon. Over the years, Tenor the Cunning faded from the Norixus collective memory - instead to be replaced by Tenorixion, the Ancient Bronze Dragon. Soon, the Cult of Bronze was formed, and what was once friendship turned to worship. Norixus members frequently went to Tenorixion for advice, or knowledge, and in return Tenorixion sent the Norixus out to all corners of the material plane in order to collect artifacts for his hoarde.&lt;br /&gt;
&lt;br /&gt;
The Norixus followed Ten&#039;s orders without question, until eventually the purpose of Ten&#039;s hoarde was revealed. This lead to a rift among the clan. Half trusted Tenorixion&#039;s leadership and believed that the artifacts they collected were too powerful to lie in mortal hands, while the second half believed that they could be used for good - cursed or not. In the fallout, the part of the clan that still trusted Ten&#039;s judgement was sent away - the slopes of the volcano the only land that they were still allowed to walk on Doporana. And so they moved across the straight to Morugana and eventually formed the town of Pepperocini. The other half stayed behind on Doporana and continued as they once had before Tenorixion moved in, and promptly ignored his existence.&lt;br /&gt;
&lt;br /&gt;
== Family of Umha ==&lt;br /&gt;
Descendants of those who moved to Morugana thrived in Pepperocini for many years. The Cult of Bronze grew, and gladly accepted new members of any race, creed, or history to help protect the realm with Tenorixion. Several secret entrances into Tenorixion&#039;s lair were created by and for cult members, and a large estate was built just out of town for the cult leader.&lt;br /&gt;
&lt;br /&gt;
Slowly, the town grew beyond just Cult of Bronze members, and Pepperocini as its own town thrived with the help of the Cult. Good things cannot last forever, however. Eventually, a twisted Norixus gained leadership in the cult. They abused the townspeople, destroyed all good will towards the cult, ruled with a bronze fist, and completely ruined the Norixus name on Morugana. Although this corrupt inner circle was eventually removed, the damage was long done.&lt;br /&gt;
&lt;br /&gt;
After this, the Moruganan Norixus name was mud throughout the Gulfithorp Isles, so they instead took on their ancestral name Umha. The cult was officially disbanded, but they owed huge debts to a variety of people and families across the Isles. The estate was allowed to remain in the Umha family with the understanding that they would use the land and work to repay their debts.&lt;br /&gt;
&lt;br /&gt;
While the Umha family did in fact use the remaining estate to do just that, they have never been able to pay down the egregious debts and reparations they owe. To their credit, they never asked Tenorixion for any part of his massive hoarde to help pay their debts as that would have been seen as sacrilegious and frankly, just rude. Additionally, the family did continue to operate the cult in secret. The leader of the cult was always &amp;quot;hired&amp;quot; on to the estate as a butler, librarian, groundskeeper, etc, and meetings conitnued to be held in the sub-basement of the home. This secrecy did severely diminish the cult&#039;s popularity, and resources, so over the years entrances to Tenorixion&#039;s lair were collapsed as they could no longer be guarded and maintained.&lt;br /&gt;
&lt;br /&gt;
After Tenorixion&#039;s death, the cult and Umha family continued to protect his hoarde - mainly by defending the few remaining entrances. With Tenorixion&#039;s death darkness magic, they could not enter to safely retrieve the artifacts even if they had wanted to.&lt;br /&gt;
&lt;br /&gt;
By the time Kiston was locked once more in 1294 PR, the Umha clan on Morugana had dwindled to just one family. Some had left to find for items for the hoarde, some had died, many had simply moved on. And so this one small family was left with the entire brunt of the Umha legacy in Pepperocini, and their debts still remained unpaid.&lt;/div&gt;</summary>
		<author><name>E3va</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Norixus_clan&amp;diff=16447</id>
		<title>Norixus clan</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Norixus_clan&amp;diff=16447"/>
		<updated>2022-07-14T00:06:28Z</updated>

		<summary type="html">&lt;p&gt;E3va: Made the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Please note: if you plan on playing in GM Rachael H&#039;s crafting campaign please do not read this page. It contains MASSIVE spoilers.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
The Norixus (or the Umha as they were once known) have lived among the Gulfithorp Isles since their inception, and have forever had the bronze draconic blood of Tenorixion in their bloodline. Before Tehemia (Medrash&#039;s grandmother), however, dragonborns were not born to their family. Tehemia was the first bronze dragonborn Norixusian, and with her the traits were introduced to their family, and many dragonborn sorcerers followed.&lt;br /&gt;
&lt;br /&gt;
For thousands of years, the Norixus specifically inhabited Doporana of the Gufilthorp Isles. Norixus lore tells us that while the volcano on Doporana was active, the clan had forges built into its side to utilize the pure heat and lava activity. Even long after its dormancy, however, metalworking remained the main trade of the Norixus clan, as Doporana was rich in a variety of precious metals. The group prides itself on passing down its knowledge not just to their descendants, but to anyone they deem worthy.&lt;br /&gt;
&lt;br /&gt;
=== The Cult of Bronze ===&lt;br /&gt;
After the Holy War and beginning of the PR era, Tenorixion settled into a new lair in the dormant volcano cone on Doporana. There, he hoarded powerful, cursed, magical artifacts to keep them safe from the mortals of the realm who might use them to harm others. Soon after his arrival, his existence as the protective warlord Tenor the Cunning became known to the Norixus who shared the island. For many years, Tenor the Cunning protected the isles, and the Norixus clan soon viewed him as a noble leader. During this time, the Umha changed their name to Norixus in honor of his leadership, and thus most are still known by this name.&lt;br /&gt;
&lt;br /&gt;
After many years, it was revealed to the Norixus that Tenorixion was, in fact, a dragon. Over the years, Tenor the Cunning faded from the Norixus collective memory - instead to be replaced by Tenorixion, the Ancient Bronze Dragon. Soon, the Cult of Bronze was formed, and what was once friendship turned to worship. Norixus members frequently went to Tenorixion for advice, or knowledge, and in return Tenorixion sent the Norixus out to all corners of the material plane in order to collect artifacts for his hoarde.&lt;br /&gt;
&lt;br /&gt;
The Norixus followed Ten&#039;s orders without question, until eventually the purpose of Ten&#039;s hoarde was revealed. This lead to a rift among the clan. Half trusted Tenorixion&#039;s leadership and believed that the artifacts they collected were too powerful to lie in mortal hands, while the second half believed that they could be used for good - cursed or not. In the fallout, the part of the clan that still trusted Ten&#039;s judgement was sent away - the slopes of the volcano the only land that they were still allowed to walk on Doporana. And so they moved across the straight to Morugana and eventually formed the town of Pepperocini. The other half stayed behind on Doporana and continued as they once had before Tenorixion moved in, and promptly ignored his existence.&lt;br /&gt;
&lt;br /&gt;
== Family of Umha ==&lt;br /&gt;
Descendants of those who moved to Morugana thrived in Pepperocini for many years. The Cult of Bronze grew, and gladly accepted new members of any race, creed, or history to help protect the realm with Tenorixion. Several secret entrances into Tenorixion&#039;s lair were created by and for cult members, and a large estate was built just out of town for the cult leader.&lt;br /&gt;
&lt;br /&gt;
Slowly, the town grew beyond just Cult of Bronze members, and Pepperocini as its own town thrived with the help of the Cult. Good things cannot last forever, however. Eventually, a twisted Norixus gained leadership in the cult. They abused the townspeople, destroyed all good will towards the cult, ruled with a bronze fist, and completely ruined the Norixus name on Morugana. Although this corrupt inner circle was eventually removed, the damage was long done.&lt;br /&gt;
&lt;br /&gt;
After this, the Moruganan Norixus name was mud throughout the Gulfithorp Isles, so they instead took on their ancestral name Umha. The cult was officially disbanded, but they owed huge debts to a variety of people and families across the Isles. The estate was allowed to remain in the Umha family with the understanding that they would use the land and work to repay their debts.&lt;br /&gt;
&lt;br /&gt;
While the Umha family did in fact use the remaining estate to do just that, they have never been able to pay down the egregious debts and reparations they owe. To their credit, they never asked Tenorixion for any part of his massive hoarde to help pay their debts as that would have been seen as sacrilegious and frankly, just rude. Additionally, the family did continue to operate the cult in secret. The leader of the cult was always &amp;quot;hired&amp;quot; on to the estate as a butler, librarian, groundskeeper, etc, and meetings conitnued to be held in the sub-basement of the home. This secrecy did severely diminish the cult&#039;s popularity, and resources, so over the years entrances to Tenorixion&#039;s lair were collapsed as they could no longer be guarded and maintained.&lt;br /&gt;
&lt;br /&gt;
After Tenorixion&#039;s death, the cult and Umha family continued to protect his hoarde - mainly by defending the few remaining entrances. With Tenorixion&#039;s death darkness magic, they could not enter to safely retrieve the artifacts even if they had wanted to.&lt;br /&gt;
&lt;br /&gt;
By the time Kiston was locked once more in 1294 PR, the Umha clan on Morugana had dwindled to just one family. Some had left to find for items for the hoarde, some had died, many had simply moved on. And so this one small family was left with the entire brunt of the Umha legacy in Pepperocini, and their debts still remained unpaid.&lt;/div&gt;</summary>
		<author><name>E3va</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Medrash&amp;diff=16446</id>
		<title>Medrash</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Medrash&amp;diff=16446"/>
		<updated>2022-07-13T23:26:38Z</updated>

		<summary type="html">&lt;p&gt;E3va: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox character|name = Medrash|image = Medrash Pic.png|caption = &amp;quot;We should have killed him the first time.&amp;quot;|aliases = Tyler|relatives = Alive|languages = common, draconic|marital = Single|species = [[Dragonborn]]|gender = Male|birthDate = 434 [[PR]]}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(Norixius) Medrash&#039;&#039;&#039; is a Bronze [[Dragonborn]] Draconic [[Sorcerer]]. He was born in [[Quelmar Timeline (PR)|434 PR]] in the cliffside town of [[Pepperoncini]] on the island of Morugana in the [[Gulfithorp Isles|Gulfithorp Isle]] region of [[Amusa]]. &lt;br /&gt;
&lt;br /&gt;
Medrash famously stole a shipment of 30 scrolls of Create/Destroy Water, which were going to be used to keep business operating at the [[Ravendale]] spa.  &lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
[[Norixus clan]] lore tells that [[Tenorixion]] was responsible for the bronze draconic bloodline in their family. There were no Dragonborn or Draconic sorcerers in the clan until Medrash&#039;s grandmother Tehemina was born. She was the first Dragonborn and first sorcerer born into the family, and since her birth every generation has been of the Dragonborn race with draconic sorcery in their blood. Tenorixion was known for mingling among the human races of the Gulfithorp Isles as the great general Tenor the Cunning. &lt;br /&gt;
&lt;br /&gt;
The sorcery in the clan of Norixius has been with the family since Medrash’s grandmother was born. He is one in a line of many Draconic Sorcerers in the family, each bound to protect a specific region of the realm. The Norixius kin, though few, are far-reaching across the continents. Medrash’s assignment was to remain close to home in Amusa, the Norixius clan still resides in the cliffside town of [[Pepperoncini]]. However should the safety of Amusa demand travel the realm to other continents, he has been known to travel wherever he needs to in order to gain information or track down an enemy.&lt;br /&gt;
&lt;br /&gt;
== Education ==&lt;br /&gt;
Each member of Medrash’s family has been brought up as a [[Sage]]. They are taught from an early age that the world contains a tremendous amount of information that can be useful when waging war, and that they must devote themselves fully to the study of what is known and the discovery of the unknown. As sorcerers, their deep devotion to the arcane is a key to their ability to wield their magic effectively.&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
Medrash and his clan of Norixius pray to [[Bahamut]], dragon deity of justice and order. Bahamut&#039;s servant, Tenorixion was known to inhabit the seas near their home on the island of Morugana and they frequently visit the northern coast of their island to pay tribute to the Bronze Dragon warlord.&lt;br /&gt;
[[Category:Player Characters]]&lt;br /&gt;
[[Category:Ancients Alive]]&lt;/div&gt;</summary>
		<author><name>E3va</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=The_Locksmiths&amp;diff=15998</id>
		<title>The Locksmiths</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=The_Locksmiths&amp;diff=15998"/>
		<updated>2022-05-09T00:50:03Z</updated>

		<summary type="html">&lt;p&gt;E3va: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:LocksmithLogo.png|thumb|The Locksmith logo]]&lt;br /&gt;
The Locksmiths are a religious faction who whorship Selune, the goddess of the moon, whom some claim is but one face of [[Corellon]]. The logo for the Locksmiths represents the Door and Key of Selune with the right-hand green side of the image representing Quelmar, and the purple left-hand side representing the [[The Feywild|Feywild]].&lt;br /&gt;
&lt;br /&gt;
==Beliefs==&lt;br /&gt;
The Locksmiths believe that it was Selune, not Corellon, who gifted a piece of the [[The Feywild|Feywild]] to Quelmar during its creation, thus forming [[Isonhound]]. To them, this explains the extraordinary magic and fey-like woods of the continent. More specifically, they believe that the Feywild resides on the Moon, and that Selune gifted a piece of her very self to create the continent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
They also believe that Selune left behind a doorway on Quelmar which connects back the Feywild and that only those worthy enough to be one with Selune herself may find it, and the key which unlocks it.&lt;br /&gt;
&lt;br /&gt;
==Notable Traditions==&lt;br /&gt;
As all Locksmiths are constantly striving to find and unlock the Door of Selune, it is traditional that they collect any and all keys, as any one may be the Key of Selune in disguise. Their temples and holy places are therefore often covered in repurposed keys to be used as chandeliers, formed into tables, etc, and the door-key motif is a common decorator. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Consequently, the Locksmith temples are often a location of pilgrimage for those who may have lost their keys. If you live in a city with a Locksmith temple, it is common to make a short trip there to ask about lost house keys, mailbox keys, etc, and the phrases like &amp;quot;They must be six steps from Selune&amp;quot; are commonly said when looking for lost items has been in vain, and it&#039;s time to head to the Locksmiths. As a result, many Locksmith temples over the years have become Lost &amp;amp; Founds of sorts for the residents who live nearby, and if any lost item is found, it&#039;s often taken to the local Locksmith Temple instead of the City Watch.&lt;br /&gt;
&lt;br /&gt;
Notably, once any Locksmith has gathered enough keys, it is a right of passage to have a shirt of chain mail made of out the keys they have collected. Any Locksmith worth their salt can be easily identified by this key-mail.&lt;br /&gt;
As Locksmiths rise through the ranks, they may additionally be tasked with guarding important religious secrets. These secrets are often contained in small books, which are locked into iron pouches to be worn on the belt. The keys to the locks on these pouches are then melted down for its believed that - should the need arise for the knowledge inside, the right key will be found.&lt;br /&gt;
&lt;br /&gt;
As Locksmiths rise through the ranks, they may additionally be tasked with guarding important religious secrets. These secrets are often contained in small books, which are locked into iron pouches to be worn on the belt. The keys to the locks on these pouches are then melted down for its believed that - should the need arise for the knowledge inside, the right key will be found.&lt;br /&gt;
&lt;br /&gt;
==Relationship with Worshippers of Corellon==&lt;br /&gt;
As most worshippers of Corellon believe that it was he who gifted Isonhound to Quelmar, there is frequently tension between them and the Locksmiths. Some religious scholars believe that Selune is but one face of Corellon whom Corellon may take on whenever they please. This idea has settled some disputes between local chapters, but the most devout Locksmiths take this as an insult. They stand firmly by the fact that Selune is a separate deity entirely with their own mighty power, and not just a facet of another.&lt;br /&gt;
&lt;br /&gt;
==Notable Events==&lt;br /&gt;
&lt;br /&gt;
 One Locksmith named Ethene once sought out the Great Wagon of the North in the hopes that it may lead them to the Key of Selune. It is believed that this wagon will grant any wish, or reveal anything that a searcher may be looking for. Ethene located the wagon, and was accepted on board by it. There, they found many keys, some more important that others. However, most importantly, they were told that the Great Dragon Wagon itself was created by the Court of Corellon to deliver goods from the Feywild to the inhabitants of Isonhound, and to keep Isonhound&#039;s inhabitants connected with the land from whence it came. Consequently, the Great Dragon Wagon travels to the Feywild during the summer to replenish its supply, and comes back in the winter to deliver its gifts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Since this fateful journey, some sects of the Locksmiths believe that the Great Dragon Wagon, formally named Selune&#039;s Sail by the sect, *is* the door that they have been searching for. The content of your character, which determines whether the Sail allows you passage, is then the key that unlocks it and grants you access to the Sail and the Feywild. These sects frequently make pilgrimages to the Sail in the winter, sometimes to find something lost, and sometimes to head to the Feywild themselves. &lt;br /&gt;
&lt;br /&gt;
If a Locksmith does not find the Sail, then they know that the Great Wagon has denied them. Instead of searching for the wagon again immediately, it is now tradition that they instead spend the next three years focusing on improving themselves, and being worthy of Selune and the Feywild. Only after this period may they make the journey once more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
However, not all Locksmith sects agree that the Wagon is the Door of Selune, and many still search for the Door, and the Key that unlocks it.&lt;br /&gt;
&lt;br /&gt;
== Temples of Note ==&lt;br /&gt;
The Locksmith temple in Galik is known by only a handful in the highest of the Locksmith order to contain a door to the [[The Starless Sea|Starless Sea]].&lt;br /&gt;
[[Category:Location]]&lt;/div&gt;</summary>
		<author><name>E3va</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=The_Starless_Sea&amp;diff=15997</id>
		<title>The Starless Sea</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=The_Starless_Sea&amp;diff=15997"/>
		<updated>2022-05-09T00:48:07Z</updated>

		<summary type="html">&lt;p&gt;E3va: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox location|title = {{PAGENAME}}|type = Library|location = Undisclosed Cavern System|image=The-Starless-Sea.jpg}}The Starless Sea is a mysterious library whose very existence is frequently questioned.&lt;br /&gt;
&lt;br /&gt;
==About==&lt;br /&gt;
The Starless Sea is known to the general public only through legend. Most simply believe it does not exist. When it is mentioned, it is typically the safe-haven for the hero of the story that they may accidentally stumble into - a location for a lost soul to briefly hide, rest, and perhaps receive advice, before they continue on.&lt;br /&gt;
&lt;br /&gt;
== Relation to the Locksmiths ==&lt;br /&gt;
It is only the highest in the [[The Locksmiths|Locksmith]]&#039;s ranks who know a piece of the truth. In one of the first Locksmith temples there has always been one wall which was painted to resemble the Door of Selune. In the search for Selune and the Feywild, one day the Locksmiths discovered a key and it was accidentally discovered to unlock the painted door. The door lead deep beneath the temple to a library containing a wide variety of volumes, scrolls, recipes, and bits of paper with verse, but it did not seem to be staffed, or inhabited - despite the candles always seeming to be lit. The most notable feature, however, was the large harbor outside one door and the vast cavern it was set in. This harbor, and cavern, gave the location its name - The Starless Sea.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Over the years, the key, and therefore charge of the library was passed from Locksmith to Locksmith - each with their own vision. And so the library began to sprawl in unexpected and unusual ways, until you could pass from a cozy room covered in thick rugs with bookshelves pressing in on all sides to an expanse of ballroom lined with sheets of music in but a few a steps. Across all keepers, however, one tenet held - the library would only be filled with truly lost pieces. Pieces which they know will not be found. Pieces which are lost forever, and which can find a new home in the library.&lt;br /&gt;
&lt;br /&gt;
== Other Inhabitants ==&lt;br /&gt;
Occasionally, other people than the Locksmiths, with other keys, and other doors, have stumbled into the Starless Sea. Sometimes they have met the Locksmiths who frequent there - and other times not. Typically, these people wake the next day and believe their trip there to have been a dream, but occasionally someone (often a child) will realize the truth. These someones frequent the library for however long they feel right, until they are chased out by a crochety Locksmith, or until their door or key is lost- whichever comes first. &lt;br /&gt;
[[Category:Location]]&lt;/div&gt;</summary>
		<author><name>E3va</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=The_Starless_Sea&amp;diff=15996</id>
		<title>The Starless Sea</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=The_Starless_Sea&amp;diff=15996"/>
		<updated>2022-05-09T00:43:27Z</updated>

		<summary type="html">&lt;p&gt;E3va: Created page with &amp;quot;{{Infobox location|title = {{PAGENAME}}|type = Library|location = Undisclosed Cavern System|image=The-Starless-Sea.jpg}}The Starless Sea is a mysterious library whose very exi...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox location|title = {{PAGENAME}}|type = Library|location = Undisclosed Cavern System|image=The-Starless-Sea.jpg}}The Starless Sea is a mysterious library whose very existence is frequently questioned.&lt;br /&gt;
&lt;br /&gt;
==About==&lt;br /&gt;
The Starless Sea is known to the general public only through legend. Most simply believe it does not exist. When it is mentioned, it is typically the safe-haven for the hero of the story that they may accidentally stumble into - a location for a lost soul to briefly hide, rest, and perhaps receive advice, before they continue on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It is only the highest in the [[The Locksmiths|Locksmith]]&#039;s ranks who know a piece of the truth. In one of the first Locksmith temples there has always been one wall which was painted to resemble the Door of Selune. In the search for Selune and the Feywild, one day the Locksmiths discovered a key and it was accidentally discovered to unlock the painted door. The door lead deep beneath the temple to a library containing a wide variety of volumes, scrolls, recipes, and bits of paper with verse, but it did not seem to be staffed, or inhabited - despite the candles always seeming to be lit. The most notable feature, however, was the large harbor outside one door and the vast cavern it was set in. This harbor, and cavern, gave the location its name - The Starless Sea.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Over the years, the key, and therefore charge of the library was passed from Locksmith to Locksmith - each with their own vision. And so the library began to sprawl in unexpected and unusual ways, until you could pass from a cozy room covered in thick rugs with bookshelves pressing in on all sides to an expanse of ballroom lined with sheets of music in but a few a steps.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Occasionally, other people than the Locksmiths, with other keys, and other doors, have stumbled into the Starless Sea. Sometimes they have met the Locksmiths who frequent there - and other times not. Typically, these people wake the next day and believe their trip there to have been a dream, but occasionally someone (often a child) will realize the truth. These someones frequent the library for however long they feel right, until they are chased out by a crochety Locksmith, or until their door or key is lost- whichever comes first. &lt;br /&gt;
[[Category:Location]]&lt;/div&gt;</summary>
		<author><name>E3va</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=File:The-Starless-Sea.jpg&amp;diff=15995</id>
		<title>File:The-Starless-Sea.jpg</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=File:The-Starless-Sea.jpg&amp;diff=15995"/>
		<updated>2022-05-09T00:16:07Z</updated>

		<summary type="html">&lt;p&gt;E3va: An image of a stack of books and a silver tea pot with a lit lamp in the middle. The lamp is the only source of light.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
An image of a stack of books and a silver tea pot with a lit lamp in the middle. The lamp is the only source of light.&lt;/div&gt;</summary>
		<author><name>E3va</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Yazeba%27s_Bed_and_Breakfast&amp;diff=15994</id>
		<title>Yazeba&#039;s Bed and Breakfast</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Yazeba%27s_Bed_and_Breakfast&amp;diff=15994"/>
		<updated>2022-05-08T23:52:32Z</updated>

		<summary type="html">&lt;p&gt;E3va: added recent developments&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:YazebaBnB.jpg|thumb|Yazeba&#039;s Bed and Breakfast - September 15th, some year]]&lt;br /&gt;
Yazeba&#039;s Bed and Breakfast is just what is sounds like: a Bed and Breakfast owned by a witch named [[Yazeba]].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;quot;Once upon a time, the world was cruel, and there was a witch who knew it well. And so,&lt;br /&gt;
&lt;br /&gt;
she sold her heart away and built a house in the woods where the world could never&lt;br /&gt;
&lt;br /&gt;
find her.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At first she would let no one into her fortress. But in the long march of days, a strange&lt;br /&gt;
&lt;br /&gt;
thing happened: in her own cold and spiteful way, the witch made a friend… and then&lt;br /&gt;
&lt;br /&gt;
another… and then several more, until her house was teeming with colorful faces and&lt;br /&gt;
&lt;br /&gt;
complicated lives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The house would come to be known as Yazeba’s Bed &amp;amp; Breakfast, and it would last for a&lt;br /&gt;
&lt;br /&gt;
very long time.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Yazeba&#039;s Bed and Breakfash Aschan Release by Possum Creek Games&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After some time, depending on who is telling the story, Yazeba eventually died, retired, disappeared, or simply moved away and the Bed and Breakfast was bought, inherited by, given to, or in some way ended up in the hands of the witch [[Edna]] and became The Edesian.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;quot;On the front door of Yazeba’s Bed &amp;amp; Breakfast, there is a sign which reads: “No soliciting,&lt;br /&gt;
&lt;br /&gt;
trespassing, romancing, snooping, snitching, or unnecessary smalltalk welcome.” Yazeba reserves&lt;br /&gt;
&lt;br /&gt;
her temper for those she catches violating these rules.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Underneath that sign is a second, smaller sign which reads “Room For Everyone.”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It is always September 15th inside the Bed &amp;amp; Breakfast (even if it’s summer, spring or winter&lt;br /&gt;
&lt;br /&gt;
outside). September 15th is Yazeba’s favorite day of the year.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
No one’s really sure what year it is, and no one has bothered to check because they don’t have cell&lt;br /&gt;
&lt;br /&gt;
phones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Every room is always next to every other room. No matter what we’ve said in the past about the&lt;br /&gt;
&lt;br /&gt;
layout of the Bed and Breakfast, the floor plan is always convenient to the matter at hand.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Bed &amp;amp; Breakfast is both quaint and sprawling, with enough rooms that it can always&lt;br /&gt;
&lt;br /&gt;
accommodate any number of guests—except Gertrude.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Yazeba&#039;s Bed and Breakfast Aschan Release by Possum Creek Games&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Yazeba’s Bed &amp;amp; Breakfast is in many places at many times, but it is most frequently in or nearby the cozy town of [[Nestle]].&lt;br /&gt;
&lt;br /&gt;
There is a shelf in the laundry room of the Bed and Breakfast which contains assorted knick-knacks. The most notable of these is a real golden crown.&lt;br /&gt;
&lt;br /&gt;
On the front porch, overlooking the sprawling garden, is a large jacuzzi that always seems to be at the perfect temperature - no matter the season.&lt;br /&gt;
&lt;br /&gt;
Recently, the Bed &amp;amp; Breakfast has sprouted a large new room full of secrets and mysteries - just how Gertrude likes it.&lt;/div&gt;</summary>
		<author><name>E3va</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Grandmush&amp;diff=15993</id>
		<title>Grandmush</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Grandmush&amp;diff=15993"/>
		<updated>2022-05-08T23:45:16Z</updated>

		<summary type="html">&lt;p&gt;E3va: added info on Millie&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_character|name={{PAGENAME}}|image=Mushroom_soldier_by_verehin.jpg|relatives=None|alias=Grandmush|birthPlace=Forests of Isonhound|species=New Dryad}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is a [[New Dryad]] druid who harnesses the power of their slain ancestors to help them in their endeavors. Grandmush frequently goes by other names such as Aman-Tia, Morrie, Belle, etc. Grandmush partook in the events of [[Into the Greedy Green]]. &lt;br /&gt;
&lt;br /&gt;
==Physical Appearance==&lt;br /&gt;
Grandmush has a shambling, stooping form. However, the bark-like skin that one might expect of a New Dryad is dark, rotting, and covered in various fungi and mushrooms so that hardly any of the bark beneath is visible except on the traditional mask that they wear. While most new Dryad frequently stand at above seven feet, Grandmush&#039;s bent form rarely crests five.&lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
Grandmush is a quiet, constant presence in any space that they inhabit. Their shambling, mushroom covered form is impossible to ignore, but their quiet love of anything that thrives in the forest, or lives of the land is evident. However, when it comes to the protection of forest life - especially trees - Grandmush does not forgive and does not forget. &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In the year 692, [[Kleckless Racoba|Keckless Racoba]] unleashed a plague designed to wipe out the [[Dryad|Old Dryad]] race. During this year, the dryad now know as Grandmush was being developed in one of the few remaining Old Dryad settlements in Isonhound. As the plague wiped out their race, it took the Livewood tree that Grandmush was being born of as well. The tree fell with their brethren, Grandmush within it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some time later, the clearing that once buzzed with the peaceful life of millions of creatures, insects, and Dryad lay quiet - the once proud Livewood tree that stood at its center, felled and rotting. The clearing had now been overtaken with the numerous mushroom and fungi species which thrived in the soft, shaded loam created out of the remains of the previous inhabitants. The surrounding trees were now covered in creeping, crawling vines and thorn bushes skirted the clearing&#039;s edge - the last attempt of the dying inhabitants to keep the invading and infected at bay.&lt;br /&gt;
&lt;br /&gt;
Eventually, a New Dryad by the name of Millettieae, or Millie, came to the once thriving clearing to search for any survivors. Finding the Livewood tree dead, Millie attempted to restore it to its previous splendor. She failed, but her efforts had an unintended consequence.&lt;br /&gt;
&lt;br /&gt;
Out of this death, the dryad now known as Grandmush came to be. Their low and stooping, fungus covered form didn&#039;t quite match that of their New Dryad brethren, nor that of their Old Dryad ancestors - but it had the last memories and moments of their fallen family engrained in their very being. The last vestiges of their lives and the plague that took them surround Grandmush in a haze that eats at anyone who comes too near.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After they came to be, Grandmush took the rotting, crumbling bark of their once livewood tree, as is tradition, and formed their mask and armor, so that they may travel beyond the limits of their birthplace. One look past this mask will reveal the haunted eyes of one born from death itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With no family left to guide them, but Millie at their side, Grandmush spent the next decades traveling the forests of Isonhound, seeking the power that might bring their family back to them. Eventually, they resigned themself to the fact that this power was outside of the material realm of possibility and accepted that although they were gone, they live on through the forest - through themself - as is the will and power of Mielikki.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This lifeforce - the blood of the forest - could still be used, however, and Grandmush taught themselves to call upon the remnants of their family to feed and shape their magic. The fungus and other life that have since formed from their family&#039;s remains grasp at Grandmush&#039;s enemies,  stealing their senses to give them a sense of their mortal existence, and calling them to their final resting place.&lt;br /&gt;
&lt;br /&gt;
Millie and Grandmush remained together, until Millie was ensnared by the wiles of a young satyr and the two fell in love. Eventually, Millie gave up the traveling life to settle with the satyr. At that time, Millie and Grandmush parted ways as lifelong friends, and Grandmush retreated into seclusion.&lt;br /&gt;
&lt;br /&gt;
== Involvement in The Greedy Green: ==&lt;br /&gt;
Now the forests are being threatened again by the dragons who are either reclaiming lost territory or terrorizing for terrors sake, and Grandmush has come out of their seclusion to investigate and protect the forest dwellers.&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>E3va</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Yazeba&amp;diff=15840</id>
		<title>Yazeba</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Yazeba&amp;diff=15840"/>
		<updated>2022-04-18T18:00:28Z</updated>

		<summary type="html">&lt;p&gt;E3va: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_character|name={{PAGENAME}}|image=Yazeba.png|caption=Image Credit: Aster Santiago of Possum Creek Games (https://possumcreekgames.com/pages/yazebas-bed-breakfast)}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is a very ancient, powerful, heartless, and bitter witch who now runs a [[Yazeba&#039;s Bed and Breakfast|Bed and Breakfast]]. &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&amp;quot;Once upon a time, the world was cruel, and there was a witch who knew it well. And so, she sold her heart away and built a house in the woods where the world could never find her.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At first she would let no one into her fortress. But in the long march of days, a strange thing happened: in her own cold and spiteful way, the witch made a friend… and then another… and then several more, until her house was teeming with colorful faces and complicated lives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The house would come to be known as Yazeba’s Bed &amp;amp; Breakfast, and it would last for a very long time.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Yazeba&#039;s Bed and Breakfast by Possum Creek Games&lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
Yazeba is cold, heartless, and simply doesn&#039;t have time to partake in the day-to-day of her own Bed and Breakfast. She is far too busy with Very Important witchy business! Although someday, that may change.&lt;br /&gt;
&lt;br /&gt;
==Disclaimer==&lt;br /&gt;
Yazeba is the title character of [https://possumcreekgames.com/pages/yazebas-bed-breakfast Yazeba&#039;s Bed and Breakfast by Possum Creek Games,] and is on the Quelmar wiki simply to connect the lore of games of Yazeba&#039;s BnB played with Quelmar members to the Quelmar Realm.&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>E3va</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Yazeba&amp;diff=15839</id>
		<title>Yazeba</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Yazeba&amp;diff=15839"/>
		<updated>2022-04-18T17:59:56Z</updated>

		<summary type="html">&lt;p&gt;E3va: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_character|name={{PAGENAME}}|image=Yazeba.png|caption=Image Credit: Aster Santiago of Possum Creek Games (https://possumcreekgames.com/pages/yazebas-bed-breakfast)}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is a very ancient, powerful, heartless, and bitter witch who now runs a [[Yazeba&#039;s Bed and Breakfast|Bed and Breakfast]]. &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&amp;quot;Once upon a time, the world was cruel, and there was a witch who knew it well. And so, she sold her heart away and built a house in the woods where the world could never find her.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At first she would let no one into her fortress. But in the long march of days, a strange thing happened: in her own cold and spiteful way, the witch made a friend… and then another… and then several more, until her house was teeming with colorful faces and complicated lives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The house would come to be known as Yazeba’s Bed &amp;amp; Breakfast, and it would last for a very long time.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Yazeba&#039;s Bed and Breakfast by Possum Creek Games&lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
Yazeba is cold, heartless, and simply doesn&#039;t have time to partake in the day-to-day of her own Bed and Breakfast. She is far too busy with Very Important witchy business! Although someday, that may change.&lt;br /&gt;
&lt;br /&gt;
==Disclaimer==&lt;br /&gt;
Yazeba is the title character of Yazeba&#039;s Bed and Breakfast by Pssm Creek Games, and is on the Quelmar wiki simply to connect the lore of games of Yazeba&#039;s BnB played with Quelmar members to the Quelmar Realm.&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>E3va</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Yazeba&amp;diff=15838</id>
		<title>Yazeba</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Yazeba&amp;diff=15838"/>
		<updated>2022-04-18T17:59:04Z</updated>

		<summary type="html">&lt;p&gt;E3va: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_character|name={{PAGENAME}}|image=Yazeba.png|caption=Image Credit: Aster Santiago of Possum Creek Games (https://possumcreekgames.com/pages/yazebas-bed-breakfast)}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is a very ancient, powerful, heartless, and bitter witch who now runs a [[Yazeba&#039;s Bed and Breakfast|Bed and Breakfast]]. &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&amp;quot;Once upon a time, the world was cruel, and there was a witch who knew it well. And so,&lt;br /&gt;
&lt;br /&gt;
she sold her heart away and built a house in the woods where the world could never&lt;br /&gt;
&lt;br /&gt;
find her.&lt;br /&gt;
&lt;br /&gt;
At first she would let no one into her fortress. But in the long march of days, a strange&lt;br /&gt;
&lt;br /&gt;
thing happened: in her own cold and spiteful way, the witch made a friend… and then&lt;br /&gt;
&lt;br /&gt;
another… and then several more, until her house was teeming with colorful faces and&lt;br /&gt;
&lt;br /&gt;
complicated lives.&lt;br /&gt;
&lt;br /&gt;
The house would come to be known as Yazeba’s Bed &amp;amp; Breakfast, and it would last for a&lt;br /&gt;
&lt;br /&gt;
very long time.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Yazeba&#039;s Bed and Breakfast by Possum Creek Games&lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
Yazeba is cold, heartless, and simply doesn&#039;t have time to partake in the day-to-day of her own Bed and Breakfast. She is far too busy with Very Important witchy business! Although someday, that may change.&lt;br /&gt;
&lt;br /&gt;
==Disclaimer==&lt;br /&gt;
Yazeba is the title character of Yazeba&#039;s Bed and Breakfast by Pssm Creek Games, and is on the Quelmar wiki simply to connect the lore of games of Yazeba&#039;s BnB played with Quelmar members to the Quelmar Realm.&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>E3va</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=File:Yazeba.png&amp;diff=15837</id>
		<title>File:Yazeba.png</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=File:Yazeba.png&amp;diff=15837"/>
		<updated>2022-04-18T17:57:55Z</updated>

		<summary type="html">&lt;p&gt;E3va: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Yazeba by artist Aster Santiago of Possum Creek Games&lt;/div&gt;</summary>
		<author><name>E3va</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Yazeba%27s_Bed_and_Breakfast&amp;diff=15836</id>
		<title>Yazeba&#039;s Bed and Breakfast</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Yazeba%27s_Bed_and_Breakfast&amp;diff=15836"/>
		<updated>2022-04-18T17:50:58Z</updated>

		<summary type="html">&lt;p&gt;E3va: added image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:YazebaBnB.jpg|thumb|Yazeba&#039;s Bed and Breakfast - September 15, some year]]&lt;br /&gt;
Yazeba&#039;s Bed and Breakfast is just what is sounds like: a Bed and Breakfast owned by a witch named [[Yazeba]].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;quot;Once upon a time, the world was cruel, and there was a witch who knew it well. And so,&lt;br /&gt;
&lt;br /&gt;
she sold her heart away and built a house in the woods where the world could never&lt;br /&gt;
&lt;br /&gt;
find her.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At first she would let no one into her fortress. But in the long march of days, a strange&lt;br /&gt;
&lt;br /&gt;
thing happened: in her own cold and spiteful way, the witch made a friend… and then&lt;br /&gt;
&lt;br /&gt;
another… and then several more, until her house was teeming with colorful faces and&lt;br /&gt;
&lt;br /&gt;
complicated lives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The house would come to be known as Yazeba’s Bed &amp;amp; Breakfast, and it would last for a&lt;br /&gt;
&lt;br /&gt;
very long time.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Yazeba&#039;s Bed and Breakfash Aschan Release by Possum Creek Games&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After some time, depending on who is telling the story, Yazeba eventually died, retired, disappeared, or simply moved away and the Bed and Breakfast was bought, inherited by, given to, or in some way ended up in the hands of the witch [[Edna]] and became The Edesian.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;quot;On the front door of Yazeba’s Bed &amp;amp; Breakfast, there is a sign which reads: “No soliciting,&lt;br /&gt;
&lt;br /&gt;
trespassing, romancing, snooping, snitching, or unnecessary smalltalk welcome.” Yazeba reserves&lt;br /&gt;
&lt;br /&gt;
her temper for those she catches violating these rules.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Underneath that sign is a second, smaller sign which reads “Room For Everyone.”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It is always September 15th inside the Bed &amp;amp; Breakfast (even if it’s summer, spring or winter&lt;br /&gt;
&lt;br /&gt;
outside). September 15th is Yazeba’s favorite day of the year.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
No one’s really sure what year it is, and no one has bothered to check because they don’t have cell&lt;br /&gt;
&lt;br /&gt;
phones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Every room is always next to every other room. No matter what we’ve said in the past about the&lt;br /&gt;
&lt;br /&gt;
layout of the Bed and Breakfast, the floor plan is always convenient to the matter at hand.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Bed &amp;amp; Breakfast is both quaint and sprawling, with enough rooms that it can always&lt;br /&gt;
&lt;br /&gt;
accommodate any number of guests—except Gertrude.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Yazeba&#039;s Bed and Breakfast Aschan Release by Possum Creek Games&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Yazeba’s Bed &amp;amp; Breakfast is in many places at many times, but it is most frequently in or nearby the cozy town of [[Nestle]].&lt;/div&gt;</summary>
		<author><name>E3va</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=File:YazebaBnB.jpg&amp;diff=15835</id>
		<title>File:YazebaBnB.jpg</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=File:YazebaBnB.jpg&amp;diff=15835"/>
		<updated>2022-04-18T17:50:25Z</updated>

		<summary type="html">&lt;p&gt;E3va: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;an image of a fantasy-style castle&lt;/div&gt;</summary>
		<author><name>E3va</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Yazeba%27s_Bed_and_Breakfast&amp;diff=15834</id>
		<title>Yazeba&#039;s Bed and Breakfast</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Yazeba%27s_Bed_and_Breakfast&amp;diff=15834"/>
		<updated>2022-04-18T17:48:10Z</updated>

		<summary type="html">&lt;p&gt;E3va: Created page with &amp;quot;Yazeba&amp;#039;s Bed and Breakfast is just what is sounds like: a Bed and Breakfast owned by a witch named Yazeba.  == History == &amp;quot;Once upon a time, the world was cruel, and there...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Yazeba&#039;s Bed and Breakfast is just what is sounds like: a Bed and Breakfast owned by a witch named [[Yazeba]].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;quot;Once upon a time, the world was cruel, and there was a witch who knew it well. And so,&lt;br /&gt;
&lt;br /&gt;
she sold her heart away and built a house in the woods where the world could never&lt;br /&gt;
&lt;br /&gt;
find her.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At first she would let no one into her fortress. But in the long march of days, a strange&lt;br /&gt;
&lt;br /&gt;
thing happened: in her own cold and spiteful way, the witch made a friend… and then&lt;br /&gt;
&lt;br /&gt;
another… and then several more, until her house was teeming with colorful faces and&lt;br /&gt;
&lt;br /&gt;
complicated lives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The house would come to be known as Yazeba’s Bed &amp;amp; Breakfast, and it would last for a&lt;br /&gt;
&lt;br /&gt;
very long time.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Yazeba&#039;s Bed and Breakfash Aschan Release by Possum Creek Games&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After some time, depending on who is telling the story, Yazeba eventually died, retired, disappeared, or simply moved away and the Bed and Breakfast was bought, inherited by, given to, or in some way ended up in the hands of the witch [[Edna]] and became The Edesian.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;quot;On the front door of Yazeba’s Bed &amp;amp; Breakfast, there is a sign which reads: “No soliciting,&lt;br /&gt;
&lt;br /&gt;
trespassing, romancing, snooping, snitching, or unnecessary smalltalk welcome.” Yazeba reserves&lt;br /&gt;
&lt;br /&gt;
her temper for those she catches violating these rules.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Underneath that sign is a second, smaller sign which reads “Room For Everyone.”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It is always September 15th inside the Bed &amp;amp; Breakfast (even if it’s summer, spring or winter&lt;br /&gt;
&lt;br /&gt;
outside). September 15th is Yazeba’s favorite day of the year.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
No one’s really sure what year it is, and no one has bothered to check because they don’t have cell&lt;br /&gt;
&lt;br /&gt;
phones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Every room is always next to every other room. No matter what we’ve said in the past about the&lt;br /&gt;
&lt;br /&gt;
layout of the Bed and Breakfast, the floor plan is always convenient to the matter at hand.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Bed &amp;amp; Breakfast is both quaint and sprawling, with enough rooms that it can always&lt;br /&gt;
&lt;br /&gt;
accommodate any number of guests—except Gertrude.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Yazeba&#039;s Bed and Breakfast Aschan Release by Possum Creek Games&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Yazeba’s Bed &amp;amp; Breakfast is in many places at many times, but it is most frequently in or nearby the cozy town of [[Nestle]].&lt;/div&gt;</summary>
		<author><name>E3va</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Yazeba&amp;diff=15833</id>
		<title>Yazeba</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Yazeba&amp;diff=15833"/>
		<updated>2022-04-18T17:41:53Z</updated>

		<summary type="html">&lt;p&gt;E3va: added history and personality&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_character|name={{PAGENAME}}|image=|caption=caption}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is a very ancient, powerful, heartless, and bitter witch who now runs a [[Yazeba&#039;s Bed and Breakfast|Bed and Breakfast]]. &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&amp;quot;Once upon a time, the world was cruel, and there was a witch who knew it well. And so,&lt;br /&gt;
&lt;br /&gt;
she sold her heart away and built a house in the woods where the world could never&lt;br /&gt;
&lt;br /&gt;
find her.&lt;br /&gt;
&lt;br /&gt;
At first she would let no one into her fortress. But in the long march of days, a strange&lt;br /&gt;
&lt;br /&gt;
thing happened: in her own cold and spiteful way, the witch made a friend… and then&lt;br /&gt;
&lt;br /&gt;
another… and then several more, until her house was teeming with colorful faces and&lt;br /&gt;
&lt;br /&gt;
complicated lives.&lt;br /&gt;
&lt;br /&gt;
The house would come to be known as Yazeba’s Bed &amp;amp; Breakfast, and it would last for a&lt;br /&gt;
&lt;br /&gt;
very long time.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Yazeba&#039;s Bed and Breakfast by Possum Creek Games&lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
Yazeba is cold, heartless, and simply doesn&#039;t have time to partake in the day-to-day of her own Bed and Breakfast. She is far too busy with Very Important witchy business! Although someday, that may change.&lt;br /&gt;
&lt;br /&gt;
==Disclaimer==&lt;br /&gt;
Yazeba is the title character of Yazeba&#039;s Bed and Breakfast by Pssm Creek Games, and is on the Quelmar wiki simply to connect the lore of games of Yazeba&#039;s BnB played with Quelmar members to the Quelmar Realm.&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>E3va</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Yazeba&amp;diff=15832</id>
		<title>Yazeba</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Yazeba&amp;diff=15832"/>
		<updated>2022-04-18T17:36:16Z</updated>

		<summary type="html">&lt;p&gt;E3va: made page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_character|name={{PAGENAME}}|image=|caption=caption}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is a very ancient, powerful, and bitter witch who now runs a Bed and Breakfast. &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;
Examples include Common, Elvish, TwitchTalk, Thieves Cant, or French&lt;br /&gt;
&lt;br /&gt;
==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;
&lt;br /&gt;
==Attacks and Weapons ==&lt;br /&gt;
Your favorite weapons.&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>E3va</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=The_Locksmiths&amp;diff=15705</id>
		<title>The Locksmiths</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=The_Locksmiths&amp;diff=15705"/>
		<updated>2022-04-05T20:47:05Z</updated>

		<summary type="html">&lt;p&gt;E3va: Minor grammar edits + a few extra bits here and there ++ the logo for the Locksmiths&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:LocksmithLogo.png|thumb|The Locksmith logo]]&lt;br /&gt;
The Locksmiths are a religious faction who whorship Selune, the goddess of the moon, whom some claim is but one face of [[Corellon]]. The logo for the Locksmiths represents the Door and Key of Selune with the right-hand green side of the image representing Quelmar, and the purple left-hand side representing the [[The Feywild|Feywild]].&lt;br /&gt;
&lt;br /&gt;
==Beliefs==&lt;br /&gt;
The Locksmiths believe that it was Selune, not Corellon, who gifted a piece of the [[The Feywild|Feywild]] to Quelmar during its creation, thus forming [[Isonhound]]. To them, this explains the extraordinary magic and fey-like woods of the continent. More specifically, they believe that the Feywild resides on the Moon, and that Selune gifted a piece of her very self to create the continent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
They also believe that Selune left behind a doorway on Quelmar which connects back the Feywild and that only those worthy enough to be one with Selune herself may find it, and the key which unlocks it.&lt;br /&gt;
&lt;br /&gt;
==Notable Traditions==&lt;br /&gt;
As all Locksmiths are constantly striving to find and unlock the Door of Selune, it is traditional that they collect any and all keys, as any one may be the Key of Selune in disguise. Their temples and holy places are therefore often covered in repurposed keys to be used as chandeliers, formed into tables, etc, and the door-key motif is a common decorator. &lt;br /&gt;
&lt;br /&gt;
Consequently, the Locksmith temples are often a location of pilgrimage for those who may have lost their keys. If you live in a city with a Locksmith temple, it is common to make a short trip there to ask about lost house keys, mailbox keys, etc, and the phrases like &amp;quot;They must be six steps from Selune&amp;quot; are commonly said when looking for lost items has been in vain, and it&#039;s time to head to the Locksmiths. As a result, many Locksmith temples over the years have become Lost &amp;amp; Founds of sorts for the residents who live nearby, and if any lost item is found, it&#039;s often taken to the local Locksmith Temple instead of the City Watch.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notably, once any Locksmith has gathered enough keys, it is a right of passage to have a shirt of chain mail made of out the keys they have collected. Any Locksmith worth their salt can be easily identified by this key-mail.&lt;br /&gt;
&lt;br /&gt;
As Locksmiths rise through the ranks, they may additionally be tasked with guarding important religious secrets. These secrets are often contained in small books, which are locked into iron pouches to be worn on the belt. The keys to the locks on these pouches are then melted down for its believed that - should the need arise for the knowledge inside, the right key will be found.&lt;br /&gt;
&lt;br /&gt;
==Relationship with Worshippers of Corellon==&lt;br /&gt;
As most worshippers of Corellon believe that it was he who gifted Isonhound to Quelmar, there is frequently tension between them and the Locksmiths. Some religious scholars believe that Selune is but one face of Corellon whom Corellon may take on whenever they please. This idea has settled some disputes between local chapters, but the most devout Locksmiths take this as an insult. They stand firmly by the fact that Selune is a separate deity entirely with their own mighty power, and not just a facet of another.&lt;br /&gt;
&lt;br /&gt;
==Notable Events==&lt;br /&gt;
&lt;br /&gt;
 One Locksmith named Ethene once sought out the Great Wagon of the North in the hopes that it may lead them to the Key of Selune. It is believed that this wagon will grant any wish, or reveal anything that a searcher may be looking for. Ethene located the wagon, and was accepted on board by it. There, they found many keys, some more important that others. However, most importantly, they were told that the Great Dragon Wagon itself was created by the Court of Corellon to deliver goods from the Feywild to the inhabitants of Isonhound, and to keep Isonhound&#039;s inhabitants connected with the land from whence it came. Consequently, the Great Dragon Wagon travels to the Feywild during the summer to replenish its supply, and comes back in the winter to deliver its gifts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Since this fateful journey, some sects of the Locksmiths believe that the Great Dragon Wagon, formally named Selune&#039;s Sail by the sect, *is* the door that they have been searching for. The content of your character, which determines whether the Sail allows you passage, is then the key that unlocks it and grants you access to the Sail and the Feywild. These sects frequently make pilgrimages to the Sail in the winter, sometimes to find something lost, and sometimes to head to the Feywild themselves. &lt;br /&gt;
&lt;br /&gt;
If a Locksmith does not find the Sail, then they know that the Great Wagon has denied them. Instead of searching for the wagon again immediately, it is now tradition that they instead spend the next three years focusing on improving themselves, and being worthy of Selune and the Feywild. Only after this period may they make the journey once more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
\However, not all Locksmith sects agree that the Wagon is the Door of Selune, and many still search for the Door, and the Key that unlocks it.&lt;br /&gt;
[[Category:Location]]&lt;/div&gt;</summary>
		<author><name>E3va</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=File:LocksmithLogo.png&amp;diff=15704</id>
		<title>File:LocksmithLogo.png</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=File:LocksmithLogo.png&amp;diff=15704"/>
		<updated>2022-04-05T20:45:07Z</updated>

		<summary type="html">&lt;p&gt;E3va: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Locksmith logo. A crescent moon w/ a key inserted into a keyhole on its face. The left side of the background is purple and the right is green.&lt;/div&gt;</summary>
		<author><name>E3va</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=The_Locksmiths&amp;diff=15593</id>
		<title>The Locksmiths</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=The_Locksmiths&amp;diff=15593"/>
		<updated>2022-04-01T20:09:46Z</updated>

		<summary type="html">&lt;p&gt;E3va: Created Page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Locksmiths are a religious faction who whorship Selune, the goddess of the moon, whom some claim is but one face of [[Corellon]].&lt;br /&gt;
&lt;br /&gt;
==Beliefs==&lt;br /&gt;
The Locksmiths believe that it was Selune, not Corellon, who gifted a piece of the [[The Feywild|Feywild]] to Quelmar during its creation, thus forming [[Isonhound]]. To them, this explains the extraordinary magic and fey-like woods of the continent. More specifically, they believe that the Feywild resides on the Moon, and that Selune who gifted a piece of her very self to create Isonhound.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
They also believe that Selune left behind a doorway on Quelmar which connects back the Feywild and that only those worthy enough to be one with Selune herself may find it, and the key to open it.&lt;br /&gt;
&lt;br /&gt;
==Notable Traditions==&lt;br /&gt;
As all Locksmiths are constantly striving to find and unlock the Door of Selune, it is traditional that they collect any and all keys, as any one may be the Key of Selune in disguise. Their temples and holy places are therefore often covered in repurposed keys to be used as chandeliers, formed into tables, etc, and the door-key motif is a common decorator. &lt;br /&gt;
&lt;br /&gt;
Consequently, the Locksmith temples are often a location of pilgrimage for those who may have lost their keys. If you live in a city with a Locksmith temple, it is common to make a short trip there to ask about lost house keys, mailbox keys, etc, and the phrases like &amp;quot;They must be six steps from Selune&amp;quot; are commonly said when looking for lost items has been in vain, and it&#039;s time to head to the Locksmiths.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notably, once any Locksmith has gathered enough keys, it is a right of passage to have a shirt of chain mail made of out the keys they have collected. Any Locksmith worth their salt can be easily identified by this keymail.&lt;br /&gt;
&lt;br /&gt;
As Locksmiths rise through the ranks, they may additionally be tasked with guarding important religious secrets. These secrets are often contained in small books, which are locked into iron pouches to be worn on the belt. The keys to the locks on these pouches are then melted down for its believed that - should the need arise for the knowledge inside, the right key will be found.&lt;br /&gt;
&lt;br /&gt;
==Relationship with Worshippers of Corellon==&lt;br /&gt;
As most worshippers of Corellon believe that it was he who gifted Isonhound to Quelmar, there is frequently tension between them and the Locksmiths. Some religious scholars believe that Selune is but one face of Corellon whom Corellon may take on whenever they please. This idea has settled some disputes between local chapters, but the most devout Locksmiths take this as an insult. They stand firmly by the fact that Selune is a separate deity entirely with their own mighty power, and not just a facet of someone else.&lt;br /&gt;
&lt;br /&gt;
==Notable Events==&lt;br /&gt;
&lt;br /&gt;
 One Locksmith named Ethene once sought out the Great Wagon of the North in the hopes that it may lead them to the Key of Selune. It is believed that this wagon will grant any wish, or give anything that a searcher may be looking for. Ethene located the wagon, and was accepted on board by it. There, they found many keys, some more important that others. However, most importantly, they were told that the Great Dragon Wagon itself was created by the Court of Corellon to deliver goods from the Feywild to the inhabitants of Isonhound, and to keep Isonhound&#039;s inhabitants connected with the land from whence it came. Consequently, the Great Dragon Wagon travels to the Feywild during the summer to replenish its supply, and comes back in the winter to deliver its gifts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now, some sects of the Locksmiths believe that the Great Dragon Wagon, formally named Selune&#039;s Sail by the sect, *is* the door that they have been searching for. The content of your character, which determines whether the Sail allows you passage, is then the key that unlocks it and grants you access to the Sail and the Feywild. These sects frequently make pilgrages to the Sail in the winter, sometimes to find something lost, and sometimes to head to the Feywild themselves. If a Locksmith does not find the Sail, then they spend the next three years focusing on improving themselves before making the attempt again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
\However, not all Locksmith sects agree with this, and many still search for the Door of Selune, and the key that unlocks it.&lt;br /&gt;
[[Category:Location]]&lt;/div&gt;</summary>
		<author><name>E3va</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Grandmush&amp;diff=15113</id>
		<title>Grandmush</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Grandmush&amp;diff=15113"/>
		<updated>2022-02-22T17:13:58Z</updated>

		<summary type="html">&lt;p&gt;E3va: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_character|name={{PAGENAME}}|image=Mushroom_soldier_by_verehin.jpg|relatives=None|alias=Grandmush|birthPlace=Forests of Isonhound|species=New Dryad}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is a [[New Dryad]] druid who harnesses the power of their slain ancestors to help them in their endeavors. Grandmush frequently goes by other names such as Aman-Tia, Morrie, Belle, etc. Grandmush partook in the events of [[Into the Greedy Green]]. &lt;br /&gt;
&lt;br /&gt;
==Physical Appearance==&lt;br /&gt;
Grandmush has a shambling, stooping form. However, the bark-like skin that one might expect of a New Dryad is dark, rotting, and covered in various fungi and mushrooms so that hardly any of the bark beneath is visible except on the traditional mask that they wear. While most new Dryad frequently stand at above seven feet, Grandmush&#039;s bent form rarely crests five.&lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
Grandmush is a quiet, constant presence in any space that they inhabit. Their shambling, mushroom covered form is impossible to ignore, but their quiet love of anything that thrives in the forest, or lives of the land is evident. However, when it comes to the protection of forest life - especially trees - Grandmush does not give and does not forget. &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In the year 692, [[Kleckless Racoba|Keckless Racoba]] unleashed a plague designed to wipe out the [[Dryad|Old Dryad]] race. During this year, the dryad now know as Grandmush was being developed in one of the few remaining Old Dryad settlements in Isonhound. As the plague wiped out their race, it took the livewood tree that Grandmush was being born of as well. The tree fell with their bretheren, Grandmush within it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some time later, the clearing that once buzzed with the peaceful life of millions of creatures, insects, and Dryad lay quiet - the once proud livewood tree that stood at its center, felled and rotting. The clearing had now been overtaken with the numerous mushroom and fungi species which thrived in the soft, shaded loam created out of the remains of the previous inhabitants. The surrounding trees were now covered in creeping, crawling vines and thorn bushes skirted the clearing&#039;s edge - the last attempt of the dying inhabitants to keep the invading and infected at bay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Out of this death, the dryad now known as Grandmush came to be. Their low and stooping, fungus covered form didn&#039;t quite match that of their New Dryad bretheren, nor that of their Old Dryad ancestors - but it had the last memories and moments of their fallen family engrained in their very being. The last vestiges of their lives and the plague that took them surround Grandmush in a haze that eats at anyone who comes too near.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After they came to be, Grandmush took the rotting, crumbling bark of their once livewood tree, as is tradition, and formed their mask and armor, so that they may travel beyond the limits of their birthplace. One look past this mask will reveal the haunted eyes of one born from death itself.&lt;br /&gt;
&lt;br /&gt;
With no family left to guide them, Grandmush spent the next decades traveling the forests of Isonhound, seeking the power that might bring their family back to them. Eventually, they resigned themself to the fact that this power was outside of the material realm of possibility and accepted that although they were gone, they live on through the forest - through themself - as is the will and power of Mielikki.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This lifeforce - the blood of the forest - could still be used, however, and Grandmush taught themselves to call upon the remnants of their family to feed and shape their magic. The fungus and other life that have since formed from their family&#039;s remains grasp at Grandmush&#039;s enemies,  stealing their senses to give them a sense of their mortal existence, and calling them to their final resting place.&lt;br /&gt;
&lt;br /&gt;
== Involvement in The Greedy Green: ==&lt;br /&gt;
Now the forests are being threatened again by the dragons who are either reclaiming lost territory or terrorizing for terrors sake, and Grandmush has come out of their seclusion to investigate and protect the forest dwellers.&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>E3va</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Grandmush&amp;diff=15088</id>
		<title>Grandmush</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Grandmush&amp;diff=15088"/>
		<updated>2022-02-21T01:49:41Z</updated>

		<summary type="html">&lt;p&gt;E3va: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_character|name={{PAGENAME}}|image=Mushroom_soldier_by_verehin.jpg|relatives=None|alias=Grandmush|birthPlace=Forests of Isonhound|species=New Dryad}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is a [[New Dryad]] druid who harnesses the power of their slain ancestors to help them in their endeavors. Grandmush frequently goes by other names such as Aman-Tia, Morrie, Belle, etc. Grandmush partook in the events of [[Into the Greedy Green]]. &lt;br /&gt;
&lt;br /&gt;
==Physical Appearance==&lt;br /&gt;
Grandmush has a shambling, stooping form. However, the bark-like skin that one might expect of a New Dryad is dark, rotting, and covered in various fungi and mushrooms so that hardly any of the bark beneath is visible except on the traditional mask that they wear. While most new Dryad frequently stand at above seven feet, Grandmush&#039;s bent form rarely crests five.&lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
Grandmush is a quiet, constant presence in any space that they inhabit. Their shambling, mushroom covered form is impossible to ignore, but their quiet love of anything that thrives in the forest, or lives of the land is evident. However, when it comes to the protection of forest life - especially trees - Grandmush does not give and does not forget. &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In the year 692, [[Kleckless Racoba|Keckless Racoba]] unleashed a plague designed to wipe out the [[Dryad|Old Dryad]] race. During this year, the dryad now know as Grandmush was being developed in one of the few remaining Old Dryad settlements in Isonhound. As the plague wiped out their race, it took the livewood tree that Grandmush was being born of as well. The tree fell with their bretheren, Grandmush within it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some time later, the clearing that once buzzed with the peaceful life of millions of creatures, insects, and Dryad lay quiet - the once proud livewood tree that stood at its center, felled and rotting. The clearing had now been overtaken with the numerous mushroom and fungi species which thrived in the soft, shaded loam created out of the remains of the previous inhabitants. The surrounding trees were now covered in creeping, crawling vines and thorn bushes skirted the clearing&#039;s edge - the last attempt of the dying inhabitants to keep the invading and infected at bay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Out of this death, the dryad now known as Grandmush came to be. Their low and stooping, fungus covered form didn&#039;t quite match that of their New Dryad bretheren, nor that of their Old Dryad ancestors - but with the last memories and moments of their fallen family engrained in their very being. The last vestiges of their lives and the plague that took them surround Grandmush in a haze that eats at anyone who comes too near.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After they came to be, Grandmush took the rotting, crumbling bark of their once livewood tree, as is tradition, and formed their mask and armor, so that they may travel beyond the limits of their birthplace. One look past this mask will reveal the haunted eyes of one born from death itself.&lt;br /&gt;
&lt;br /&gt;
With no family left to guide them, Grandmush spent the next decades traveling the forests of Isonhound, seeking the power that might bring their family back to them. Eventually, they resigned themself to the fact that this power was outside of the material realm of possibility and accepted that although they were gone, they live on through the forest - through themself - as is the will and power of Mielikki.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This lifeforce - the blood of the forest - could still be used, however, and Grandmush taught themselves to call upon the remnants of their family to feed and shape their magic. The fungus and other life that have since formed from their family&#039;s remains grasp at Grandmush&#039;s enemies,  stealing their senses to give them a sense of their mortal existence, and calling them to their final resting place.&lt;br /&gt;
&lt;br /&gt;
== Involvement in The Greedy Green: ==&lt;br /&gt;
Now the forests are being threatened again by the dragons who are either reclaiming lost territory or terrorizing for terrors sake, and Grandmush has come out of their seclusion to investigate and protect the forest dwellers.&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>E3va</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Grandmush&amp;diff=15087</id>
		<title>Grandmush</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Grandmush&amp;diff=15087"/>
		<updated>2022-02-21T01:44:03Z</updated>

		<summary type="html">&lt;p&gt;E3va: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_character|name={{PAGENAME}}|image=Mushroom_soldier_by_verehin.jpg|relatives=None|alias=Grandmush|birthPlace=Forests of Isonhound|species=New Dryad}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is a [[New Dryad]] druid who harnesses the power of their slain ancestors to help them in their endeavors. Grandmush frequently goes by other names such as Aman-Tia, Morrie, Belle, etc. Grandmush partook in the events of [[Into the Greedy Green]]. &lt;br /&gt;
&lt;br /&gt;
==Physical Appearance==&lt;br /&gt;
Grandmush has a shambling, stooping form. However, the bark-like skin that one might expect of a New Dryad is dark, rotting, and covered in various fungi and mushrooms so that hardly any of the bark beneath is visible except on the traditional mask that they wear. While most new Dryad frequently stand at above seven feet, Grandmush&#039;s bent form rarely crests five.&lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
Grandmush is a quiet, constant presence in any space that they inhabit. Their shambling, mushroom covered form is impossible to ignore, but their quiet love of anything that thrives in the forest, or lives of the land is evident. However, when it comes to the protection of forest life - especially trees - Grandmush does not give and does not forget. &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In the year 692, [[Kleckless Racoba|Keckless Racoba]] unleashed a plague designed to wipe out the [[Dryad|Old Dryad]] race. During this year, the dryad now know as Grandmush was being developed in one of the few remaining Old Dryad settlements in Isonhound. As the plague wiped out their race, it took the livewood tree that Grandmush was being born of as well. The tree fell with their bretheren, Grandmush within it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some time later, the clearing that once buzzed with the peaceful life of millions of creatures, insects, and Dryad lay quiet - the once proud livewood tree that stood at its center, felled and rotting. The clearing had now been overtaken with the numerous mushroom and fungi species which thrived in the soft, shaded loam created out of the remains of the previous inhabitants. The surrounding trees were now covered in creeping, crawling vines and thorn bushes skirted the clearing&#039;s edge - the last attempt of the dying inhabitants to keep the invading and infected at bay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Out of this death, the dryad now known as Grandmush came to be. Their low and stooping, fungus covered form didn&#039;t quite match that of their New Dryad bretheren, nor that of their Old Dryad ancestors - but with the last memories and moments of their fallen family engrained in their very being. The last vestiges of their lives and the plague that took them surround Grandmush in a haze that eats at anyone who comes too near.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After they came to be, Grandmush took the rotting, crumbling bark of their once livewood tree, as is tradition, and formed their mask and armor, so that they may travel beyond the limits of their birthplace. One look past this mask will reveal the haunted eyes of one born from death itself.&lt;br /&gt;
&lt;br /&gt;
With no family left to guide them, Grandmush spent the next decades traveling the forests of Isonhound, seeking the power that might bring their family back to them. Eventually, they resigned themself to the fact that this power was outside of the material realm of possibility and accepted that although they were gone, they live on through the forest - through themself - as is the will and power of Mielikki.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This lifeforce - the blood of the forest - could still be used, however, and Grandmush taught themselves to call upon the remnants of their family to feed and shape their magic. The fungus and other life that have since formed from their family&#039;s remains grasp at Grandmush&#039;s enemies,  stealing their senses to give them a sense of their mortal existence, and calling them to their final resting place.&lt;br /&gt;
&lt;br /&gt;
Involvement in The Greedy Green:&lt;br /&gt;
&lt;br /&gt;
Now the forests are being threatened again by the dragons who are either reclaiming lost territory or terrorizing for terrors sake, and Grandmush has come out of their seclusion to investigate and protect the forest dwellers.&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>E3va</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Grandmush&amp;diff=15086</id>
		<title>Grandmush</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Grandmush&amp;diff=15086"/>
		<updated>2022-02-21T01:43:17Z</updated>

		<summary type="html">&lt;p&gt;E3va: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_character|name={{PAGENAME}}|image=Mushroom_soldier_by_verehin.jpg|relatives=None|alias=Grandmush|birthPlace=Forests of Isonhound|species=New Dryad}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is a New Dryad druid who harnesses the power of their slain ancestors to help them in their endeavors. Grandmush frequently goes by other names such as Aman-Tia, Morrie, Belle, etc. Grandmush partook in the events of [[Into the Greedy Green]]. &lt;br /&gt;
&lt;br /&gt;
==Physical Appearance==&lt;br /&gt;
Grandmush has a shambling, stooping form. However, the bark-like skin that one might expect of a New Dryad is dark, rotting, and covered in various fungi and mushrooms so that hardly any of the bark beneath is visible except on the traditional mask that they wear. While most new Dryad frequently stand at above seven feet, Grandmush&#039;s bent form rarely crests five.&lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
Grandmush is a quiet, constant presence in any space that they inhabit. Their shambling, mushroom covered form is impossible to ignore, but their quiet love of anything that thrives in the forest, or lives of the land is evident. However, when it comes to the protection of forest life - especially trees - Grandmush does not give and does not forget. &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In the year 692, [[Kleckless Racoba|Keckless Racoba]] unleashed a plague designed to wipe out the [[Dryad|Old Dryad]] race. During this year, the dryad now know as Grandmush was being developed in one of the few remaining Old Dryad settlements in Isonhound. As the plague wiped out their race, it took the livewood tree that Grandmush was being born of as well. The tree fell with their bretheren, Grandmush within it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some time later, the clearing that once buzzed with the peaceful life of millions of creatures, insects, and Dryad lay quiet - the once proud livewood tree that stood at its center, felled and rotting. The clearing had now been overtaken with the numerous mushroom and fungi species which thrived in the soft, shaded loam created out of the remains of the previous inhabitants. The surrounding trees were now covered in creeping, crawling vines and thorn bushes skirted the clearing&#039;s edge - the last attempt of the dying inhabitants to keep the invading and infected at bay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Out of this death, the dryad now known as Grandmush came to be. Their low and stooping, fungus covered form didn&#039;t quite match that of their New Dryad bretheren, nor that of their Old Dryad ancestors - but with the last memories and moments of their fallen family engrained in their very being. The last vestiges of their lives and the plague that took them surround Grandmush in a haze that eats at anyone who comes too near.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After they came to be, Grandmush took the rotting, crumbling bark of their once livewood tree, as is tradition, and formed their mask and armor, so that they may travel beyond the limits of their birthplace. One look past this mask will reveal the haunted eyes of one born from death itself.&lt;br /&gt;
&lt;br /&gt;
With no family left to guide them, Grandmush spent the next decades traveling the forests of Isonhound, seeking the power that might bring their family back to them. Eventually, they resigned themself to the fact that this power was outside of the material realm of possibility and accepted that although they were gone, they live on through the forest - through themself - as is the will and power of Mielikki.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This lifeforce - the blood of the forest - could still be used, however, and Grandmush taught themselves to call upon the remnants of their family to feed and shape their magic. The fungus and other life that have since formed from their family&#039;s remains grasp at Grandmush&#039;s enemies,  stealing their senses to give them a sense of their mortal existence, and calling them to their final resting place.&lt;br /&gt;
&lt;br /&gt;
Involvement in The Greedy Green:&lt;br /&gt;
&lt;br /&gt;
Now the forests are being threatened again by the dragons who are either reclaiming lost territory or terrorizing for terrors sake, and Grandmush has come out of their seclusion to investigate and protect the forest dwellers.&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>E3va</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Grandmush&amp;diff=15085</id>
		<title>Grandmush</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Grandmush&amp;diff=15085"/>
		<updated>2022-02-21T01:39:03Z</updated>

		<summary type="html">&lt;p&gt;E3va: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_character|name={{PAGENAME}}|image=Mushroom_soldier_by_verehin.jpg|relatives=None|alias=Grandmush|birthPlace=Forests of Isonhound|species=New Dryad}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is a New Dryad druid who harnesses the power of their slain ancestors to help them in their endeavors. Grandmush frequently goes by other names such as Aman-Tia, Morrie, Belle, etc. Grandmush partook in the events of [[Into the Greedy Green]]. &lt;br /&gt;
&lt;br /&gt;
==Physical Appearance==&lt;br /&gt;
Grandmush has a shambling, stooping form. However, the bark-like skin that one might expect of a New Dryad is dark, rotting, and covered in various fungi and mushrooms so that hardly any of the bark beneath is visible except on the traditional mask that they wear. While most new Dryad frequently stand at above seven feet, Grandmush&#039;s bent form rarely crests five.&lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
Grandmush is a quiet, constant presence in any space that they inhabit. Their shambling, mushroom covered form is impossible to ignore, but their quiet love of anything that thrives in the forest, or lives of the land is evident. &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In the year 692, [[Kleckless Racoba|Keckless Racoba]] unleashed a plague designed to wipe out the [[Dryad|Old Dryad]] race. During this year, the dryad now know as Grandmush was being developed in one of the few remaining Old Dryad settlements in Isonhound. As the plague wiped out their race, it took the livewood tree that Grandmush was being born of as well. The tree fell with their bretheren, Grandmush within it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some time later, the clearing that once buzzed with the peaceful life of millions of creatures, insects, and Dryad lay quiet - the once proud livewood tree that stood at its center, felled and rotting. The clearing had now been overtaken with the numerous mushroom and fungi species which thrived in the soft, shaded loam created out of the remains of the previous inhabitants. The surrounding trees were now covered in creeping, crawling vines and thorn bushes skirted the clearing&#039;s edge - the last attempt of the dying inhabitants to keep the invading and infected at bay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Out of this death, the dryad now known as Grandmush came to be. Their low and stooping, fungus covered form didn&#039;t quite match that of their New Dryad bretheren, nor that of their Old Dryad ancestors - but with the last memories and moments of their fallen family engrained in their very being. The last vestiges of their lives and the plague that took them surround Grandmush in a haze that eats at anyone who comes too near.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After they came to be, Grandmush took the rotting, crumbling bark of their once livewood tree, as is tradition, and formed their mask and armor, so that they may travel beyond the limits of their birthplace. One look past this mask will reveal the haunted eyes of one born from death itself.&lt;br /&gt;
&lt;br /&gt;
With no family left to guide them, Grandmush spent the next decades traveling the forests of Isonhound, seeking the power that might bring their family back to them. Eventually, they resigned themself to the fact that this power was outside of the material realm of possibility and accepted that although they were gone, they live on through the forest - through themself - as is the will and power of Mielikki.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This lifeforce - the blood of the forest - could still be used, however, and Grandmush taught themselves to call upon the remnants of their family to feed and shape their magic. The fungus and other life that have since formed from their family&#039;s remains grasp at Grandmush&#039;s enemies,  stealing their senses to give them a sense of their mortal existence, and calling them to their final resting place.&lt;br /&gt;
&lt;br /&gt;
Involvement in The Greedy Green:&lt;br /&gt;
&lt;br /&gt;
Now the forests are being threatened again by the dragons who are either reclaiming lost territory or terrorizing for terrors sake, and Grandmush has come out of their seclusion to investigate and protect the forest dwellers.&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>E3va</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Grandmush&amp;diff=15084</id>
		<title>Grandmush</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Grandmush&amp;diff=15084"/>
		<updated>2022-02-21T00:28:46Z</updated>

		<summary type="html">&lt;p&gt;E3va: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_character|name={{PAGENAME}}|image=Mushroom_soldier_by_verehin.jpg|relatives=None|alias=Grandmush|birthPlace=Forests of Isonhound|species=New Dryad}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is a New Dryad druid who harnesses the power of their slain ancestors to help them in their endeavors. Grandmush frequently goes by other names such as Aman-Tia, Morrie, Belle, etc. Grandmush partook in the events of [[Into the Greedy Green]]. &lt;br /&gt;
&lt;br /&gt;
==Physical Appearance==&lt;br /&gt;
Grandmush has a shambling, stooping form. However, the bark-like skin that one might expect of a New Dryad is dark, rotting, and covered in various fungi and mushrooms so that hardly any of the bark beneath is visible except on the traditional mask that they wear. While most new Dryad frequently stand at above seven feet, Grandmush&#039;s bent form rarely crests five.&lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
Grandmush is a quiet, constant presence in any space that they inhabit. Their shambling, mushroom covered form is impossible to ignore, but their quiet love of anything that thrives in the forest, or lives of the land is evident. &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In the year 692, [[Kleckless Racoba|Keckless Racoba]] unleashed a plague designed to wipe out the [[Dryad|Old Dryad]] race. During this year, the dryad now know as Grandmush was being developed in one of the few remaining Old Dryad settlements in Isonhound. As the plague wiped out their race, it took the livewood tree that Grandmush was being born of as well. The tree fell with their bretheren, Grandmush within it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some time later, the clearing that once buzzed with the peaceful life of millions of creatures, insects, and Dryad lay quiet - the once proud livewood tree that stood at its center, felled and rotting. The clearing had now been overtaken with the numerous mushroom and fungi species which thrived in the soft, shaded loam created out of the remains of the previous inhabitants. The surrounding trees were now covered in creeping, crawling vines and thorn bushes skirted the clearing&#039;s edge - the last attempt of the dying inhabitants to keep the invading and infected at bay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Out of this death, the dryad now known as Grandmush came to be. Their low and stooping, fungus covered form didn&#039;t quite match that of their New Dryad bretheren, nor that of their Old Dryad ancestors - but with the last memories and moments of their fallen family engrained in their very being. The last vestiges of their lives and the plague that took them surround Grandmush in a haze that eats at anyone who comes too near.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After they came to be, Grandmush took the rotting, crumbling bark of their once livewood tree, as is tradition, and formed their mask and armor, so that they may travel beyond the limits of their birthplace. One look past this mask will reveal the haunted eyes of one born from death itself.&lt;br /&gt;
&lt;br /&gt;
With no family left to guide them, Grandmush spent the next decades traveling the forests of Isonhound, seeking the power that might bring their family back to them. Eventually, they resigned themself to the fact that this power was outside of the material realm of possibility and accepted that although they were gone, they live on through the forest - through themself - as is the will and power of Mielikki.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This lifeforce - the blood of the forest - could still be used, however, and Grandmush taught themselves to call upon the remnants of their family to feed and shape their magic. The fungus and other life that have since formed from their family&#039;s remains grasp at Grandmush&#039;s enemies,  stealing their senses to give them a sense of their mortal existence, and calling them to their final resting place.&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>E3va</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Grandmush&amp;diff=15083</id>
		<title>Grandmush</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Grandmush&amp;diff=15083"/>
		<updated>2022-02-21T00:21:12Z</updated>

		<summary type="html">&lt;p&gt;E3va: fixed image! yay!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_character|name={{PAGENAME}}|image=Mushroom_soldier_by_verehin.jpg|relatives=None|alias=Grandmush|birthPlace=Forests of Isonhound|species=New Dryad}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is a New Dryad druid who harnesses the power of their slain ancestors to help them in their endeavors. Grandmush frequently goes by other names such as Aman-Tia, Morrie, Belle, etc. &lt;br /&gt;
&lt;br /&gt;
==Physical Appearance==&lt;br /&gt;
Grandmush has a shambling, stooping form. However, the bark-like skin that one might expect of a New Dryad is dark, rotting, and covered in various fungi and mushrooms so that hardly any of the bark beneath is visible except on the traditional mask that they wear. While most new Dryad frequently stand at above seven feet, Grandmush&#039;s bent form rarely crests five.&lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
Grandmush is a quiet, constant presence in any space that they inhabit. Their shambling, mushroom covered form is impossible to ignore, but their quiet love of anything that thrives in the forest, or lives of the land is evident. &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In the year 692, [[Kleckless Racoba|Keckless Racoba]] unleashed a plague designed to wipe out the [[Dryad|Old Dryad]] race. During this year, the dryad now know as Grandmush was being developed in one of the few remaining Old Dryad settlements in Isonhound. As the plague wiped out their race, it took the livewood tree that Grandmush was being born of as well. The tree fell with their bretheren, Grandmush within it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some time later, the clearing that once buzzed with the peaceful life of millions of creatures, insects, and Dryad lay quiet - the once proud livewood tree that stood at its center, felled and rotting. The clearing had now been overtaken with the numerous mushroom and fungi species which thrived in the soft, shaded loam created out of the remains of the previous inhabitants. The surrounding trees were now covered in creeping, crawling vines and thorn bushes skirted the clearing&#039;s edge - the last attempt of the dying inhabitants to keep the invading and infected at bay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Out of this death, the dryad now known as Grandmush came to be. Their low and stooping, fungus covered form didn&#039;t quite match that of their New Dryad bretheren, nor that of their Old Dryad ancestors - but with the last memories and moments of their fallen family engrained in their very being. The last vestiges of their lives and the plague that took them surround Grandmush in a haze that eats at anyone who comes too near.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After they came to be, Grandmush took the rotting, crumbling bark of their once livewood tree, as is tradition, and formed their mask and armor, so that they may travel beyond the limits of their birthplace. One look past this mask will reveal the haunted eyes of one born from death itself.&lt;br /&gt;
&lt;br /&gt;
With no family left to guide them, Grandmush spent the next decades traveling the forests of Isonhound, seeking the power that might bring their family back to them. Eventually, they resigned themself to the fact that this power was outside of the material realm of possibility and accepted that although they were gone, they live on through the forest - through themself - as is the will and power of Mielikki.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This lifeforce - the blood of the forest - could still be used, however, and Grandmush taught themselves to call upon the remnants of their family to feed and shape their magic. The fungus and other life that have since formed from their family&#039;s remains grasp at Grandmush&#039;s enemies,  stealing their senses to give them a sense of their mortal existence, and calling them to their final resting place.&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>E3va</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Grandmush&amp;diff=15082</id>
		<title>Grandmush</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Grandmush&amp;diff=15082"/>
		<updated>2022-02-21T00:18:41Z</updated>

		<summary type="html">&lt;p&gt;E3va: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_character|name={{PAGENAME}}|image=Mushroom_soldier_by_verehin.jpeg|caption=caption|relatives=None|alias=Grandmush|birthPlace=Forests of Isonhound|species=New Dryad}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is a New Dryad druid who harnesses the power of their slain ancestors to help them in their endeavors. Grandmush frequently goes by other names such as Aman-Tia, Morrie, Belle, etc. &lt;br /&gt;
&lt;br /&gt;
==Physical Appearance==&lt;br /&gt;
Grandmush has a shambling, stooping form. However, the bark-like skin that one might expect of a New Dryad is dark, rotting, and covered in various fungi and mushrooms so that hardly any of the bark beneath is visible except on the traditional mask that they wear. While most new Dryad frequently stand at above seven feet, Grandmush&#039;s bent form rarely crests five.&lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
Grandmush is a quiet, constant presence in any space that they inhabit. Their shambling, mushroom covered form is impossible to ignore, but their quiet love of anything that thrives in the forest, or lives of the land is evident. &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In the year 692, [[Kleckless Racoba|Keckless Racoba]] unleashed a plague designed to wipe out the [[Dryad|Old Dryad]] race. During this year, the dryad now know as Grandmush was being developed in one of the few remaining Old Dryad settlements in Isonhound. As the plague wiped out their race, it took the livewood tree that Grandmush was being born of as well. The tree fell with their bretheren, Grandmush within it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some time later, the clearing that once buzzed with the peaceful life of millions of creatures, insects, and Dryad lay quiet - the once proud livewood tree that stood at its center, felled and rotting. The clearing had now been overtaken with the numerous mushroom and fungi species which thrived in the soft, shaded loam created out of the remains of the previous inhabitants. The surrounding trees were now covered in creeping, crawling vines and thorn bushes skirted the clearing&#039;s edge - the last attempt of the dying inhabitants to keep the invading and infected at bay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Out of this death, the dryad now known as Grandmush came to be. Their low and stooping, fungus covered form didn&#039;t quite match that of their New Dryad bretheren, nor that of their Old Dryad ancestors - but with the last memories and moments of their fallen family engrained in their very being. The last vestiges of their lives and the plague that took them surround Grandmush in a haze that eats at anyone who comes too near.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After they came to be, Grandmush took the rotting, crumbling bark of their once livewood tree, as is tradition, and formed their mask and armor, so that they may travel beyond the limits of their birthplace. One look past this mask will reveal the haunted eyes of one born from death itself.&lt;br /&gt;
&lt;br /&gt;
With no family left to guide them, Grandmush spent the next decades traveling the forests of Isonhound, seeking the power that might bring their family back to them. Eventually, they resigned themself to the fact that this power was outside of the material realm of possibility and accepted that although they were gone, they live on through the forest - through themself - as is the will and power of Mielikki.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This lifeforce - the blood of the forest - could still be used, however, and Grandmush taught themselves to call upon the remnants of their family to feed and shape their magic. The fungus and other life that have since formed from their family&#039;s remains grasp at Grandmush&#039;s enemies,  stealing their senses to give them a sense of their mortal existence, and calling them to their final resting place.&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>E3va</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Grandmush&amp;diff=15081</id>
		<title>Grandmush</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Grandmush&amp;diff=15081"/>
		<updated>2022-02-21T00:12:10Z</updated>

		<summary type="html">&lt;p&gt;E3va: Added aliases&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_character|name={{PAGENAME}}|image=Mushroom soldier by verehin|caption=caption|relatives=None|alias=Grandmush|birthPlace=Forests of Isonhound|species=New Dryad}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is a New Dryad druid who harnesses the power of their slain ancestors to help them in their endeavors. Grandmush frequently goes by other names such as Aman-Tia, Morrie, Belle, etc. &lt;br /&gt;
&lt;br /&gt;
==Physical Appearance==&lt;br /&gt;
Grandmush has a shambling, stooping form. However, the bark-like skin that one might expect of a New Dryad is dark, rotting, and covered in various fungi and mushrooms so that hardly any of the bark beneath is visible except on the traditional mask that they wear. While most new Dryad frequently stand at above seven feet, Grandmush&#039;s bent form rarely crests five.&lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
Grandmush is a quiet, constant presence in any space that they inhabit. Their shambling, mushroom covered form is impossible to ignore, but their quiet love of anything that thrives in the forest, or lives of the land is evident. &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In the year 692, [[Kleckless Racoba|Keckless Racoba]] unleashed a plague designed to wipe out the [[Dryad|Old Dryad]] race. During this year, the dryad now know as Grandmush was being developed in one of the few remaining Old Dryad settlements in Isonhound. As the plague wiped out their race, it took the livewood tree that Grandmush was being born of as well. The tree fell with their bretheren, Grandmush within it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some time later, the clearing that once buzzed with the peaceful life of millions of creatures, insects, and Dryad lay quiet - the once proud livewood tree that stood at its center, felled and rotting. The clearing had now been overtaken with the numerous mushroom and fungi species which thrived in the soft, shaded loam created out of the remains of the previous inhabitants. The surrounding trees were now covered in creeping, crawling vines and thorn bushes skirted the clearing&#039;s edge - the last attempt of the dying inhabitants to keep the invading and infected at bay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Out of this death, the dryad now known as Grandmush came to be. Their low and stooping, fungus covered form didn&#039;t quite match that of their New Dryad bretheren, nor that of their Old Dryad ancestors - but with the last memories and moments of their fallen family engrained in their very being. The last vestiges of their lives and the plague that took them surround Grandmush in a haze that eats at anyone who comes too near.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After they came to be, Grandmush took the rotting, crumbling bark of their once livewood tree, as is tradition, and formed their mask and armor, so that they may travel beyond the limits of their birthplace. One look past this mask will reveal the haunted eyes of one born from death itself.&lt;br /&gt;
&lt;br /&gt;
With no family left to guide them, Grandmush spent the next decades traveling the forests of Isonhound, seeking the power that might bring their family back to them. Eventually, they resigned themself to the fact that this power was outside of the material realm of possibility and accepted that although they were gone, they live on through the forest - through themself - as is the will and power of Mielikki.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This lifeforce - the blood of the forest - could still be used, however, and Grandmush taught themselves to call upon the remnants of their family to feed and shape their magic. The fungus and other life that have since formed from their family&#039;s remains grasp at Grandmush&#039;s enemies,  stealing their senses to give them a sense of their mortal existence, and calling them to their final resting place.&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>E3va</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Grandmush&amp;diff=15080</id>
		<title>Grandmush</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Grandmush&amp;diff=15080"/>
		<updated>2022-02-21T00:11:13Z</updated>

		<summary type="html">&lt;p&gt;E3va: tried to fix image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_character|name={{PAGENAME}}|image=Mushroom soldier by verehin|caption=caption|relatives=None|alias=Grandmush|birthPlace=Forests of Isonhound|species=New Dryad}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is a New Dryad druid who harnesses the power of their slain ancestors to help them in their endeavors. &lt;br /&gt;
&lt;br /&gt;
==Physical Appearance==&lt;br /&gt;
Grandmush has a shambling, stooping form. However, the bark-like skin that one might expect of a New Dryad is dark, rotting, and covered in various fungi and mushrooms so that hardly any of the bark beneath is visible except on the traditional mask that they wear. While most new Dryad frequently stand at above seven feet, Grandmush&#039;s bent form rarely crests five.&lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
Grandmush is a quiet, constant presence in any space that they inhabit. Their shambling, mushroom covered form is impossible to ignore, but their quiet love of anything that thrives in the forest, or lives of the land is evident. &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In the year 692, [[Kleckless Racoba|Keckless Racoba]] unleashed a plague designed to wipe out the [[Dryad|Old Dryad]] race. During this year, the dryad now know as Grandmush was being developed in one of the few remaining Old Dryad settlements in Isonhound. As the plague wiped out their race, it took the livewood tree that Grandmush was being born of as well. The tree fell with their bretheren, Grandmush within it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some time later, the clearing that once buzzed with the peaceful life of millions of creatures, insects, and Dryad lay quiet - the once proud livewood tree that stood at its center, felled and rotting. The clearing had now been overtaken with the numerous mushroom and fungi species which thrived in the soft, shaded loam created out of the remains of the previous inhabitants. The surrounding trees were now covered in creeping, crawling vines and thorn bushes skirted the clearing&#039;s edge - the last attempt of the dying inhabitants to keep the invading and infected at bay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Out of this death, the dryad now known as Grandmush came to be. Their low and stooping, fungus covered form didn&#039;t quite match that of their New Dryad bretheren, nor that of their Old Dryad ancestors - but with the last memories and moments of their fallen family engrained in their very being. The last vestiges of their lives and the plague that took them surround Grandmush in a haze that eats at anyone who comes too near.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After they came to be, Grandmush took the rotting, crumbling bark of their once livewood tree, as is tradition, and formed their mask and armor, so that they may travel beyond the limits of their birthplace. One look past this mask will reveal the haunted eyes of one born from death itself.&lt;br /&gt;
&lt;br /&gt;
With no family left to guide them, Grandmush spent the next decades traveling the forests of Isonhound, seeking the power that might bring their family back to them. Eventually, they resigned themself to the fact that this power was outside of the material realm of possibility and accepted that although they were gone, they live on through the forest - through themself - as is the will and power of Mielikki.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This lifeforce - the blood of the forest - could still be used, however, and Grandmush taught themselves to call upon the remnants of their family to feed and shape their magic. The fungus and other life that have since formed from their family&#039;s remains grasp at Grandmush&#039;s enemies,  stealing their senses to give them a sense of their mortal existence, and calling them to their final resting place.&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>E3va</name></author>
	</entry>
</feed>