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	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=He_Who_Knocks&amp;diff=19407</id>
		<title>He Who Knocks</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=He_Who_Knocks&amp;diff=19407"/>
		<updated>2023-04-18T19:13:40Z</updated>

		<summary type="html">&lt;p&gt;Eromanoops: /* Worshippers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:He Who Knocks.png|right|frameless|600x600px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is a mysterious swamp deity born out of the land of [[Dolina|The Dolina Peninsula]]. They were responsible for the purge of [[Tiamat]] worshipers in the land during The Night of a Thousand Knocks. They are worshiped by the Grove of Voiceless Whispers whose practices are largely a mystery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&#039;&#039;&#039;Titles:&#039;&#039;&#039; He Who Knocks, The One of Curses, The Great Returner&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domains:&#039;&#039;&#039; Nature, Twilight&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worshipers:&#039;&#039;&#039; The Grove of Voiceless Whispers&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Holy Symbol:&#039;&#039;&#039; A Deer skull on a bed of leaves.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;He Who Knocks&amp;quot; rarely appears in their physical form to anyone outside the cult. When they are not manifested they are able to transport their spirit to any point across Dolina. In doing this they mostly either take the form of a dark cloud or a strange beast. &lt;br /&gt;
&lt;br /&gt;
They do have two noted manifestations of their true form. The first was their manifestation on the Night of a Thousand Knocks, where they took the form of a tall humanoid figure with a cloak of dark leaves and with the head of a deer skull. Their second and primary manifestation, and what is belied to be their true form they only show to their cult, taking the form of a large winged figure with a body of bones and vines with shark claws, expansive colorful wings, and a bloody deer skull.&lt;br /&gt;
&lt;br /&gt;
It is unknown what the true origins of &amp;quot;He Who Knocks&amp;quot; is. Some believe he may be a fey spirit who came to the land to fill the void left by Tiamat while many of the god&#039;s more fervent worshipers claim that &amp;quot;He Who Waits&amp;quot; was always present and is old as the land itself. What is known though is that &amp;quot;He Who Knocks&amp;quot; first officially manifested during the Night of a thousand Knocks and purged Dolina of many of its Tiamat worshipers. Some believe they did this as Tiamat&#039;s influence over the land had began to fade and that it was the land itself fighting back against her poison.&lt;br /&gt;
&lt;br /&gt;
The name of &amp;quot;He Who Waits&amp;quot; along with his other associated titles do not come close to his true name. The only mortal that the deity ever reveals their true name to is the current Arboreal, leader of the Grove of Voiceless Whispers.&lt;br /&gt;
&lt;br /&gt;
==Works==&lt;br /&gt;
&amp;quot;He Who Knocks&#039;&amp;quot; first and greatest work began on The Night of a Thousand Knocks. Falling like a shadow over the region, &amp;quot;He Who Knocks&amp;quot; traveled to every door of every family in the land. He would proceed to knock on every door of a household that still worshiped Tiamat and lay down three curses. Each curse would begin with a similar knock on the family&#039;s door. &lt;br /&gt;
&lt;br /&gt;
First was &#039;&#039;Curse of Reclamation&#039;&#039;. In the following days, all of the family&#039;s property would rot and decay, returning to the land. The Second was the &#039;&#039;Curse of Hunger&#039;&#039;. In the following weeks the family would be beset by and endless hunger never to be sated no matter how much they would eat or drink. Then their was the &#039;&#039;Curse of Retribution&#039;&#039; which would fall on the seventh second of the seventh minute of the seventh hour of the seventh day of the seventh week after the first knock. First, the patriarch of the family would combust into flames that could not be dossed by any means. Then, the matriarch would be beset by the birds and beasts of the land, to be torn apart until their was not but bones. All of the sons would jump into the water and drown themselves while all of the daughters would run into the forest where their skin would turn to bark, their feet to roots, and their fingers to leaves.&lt;br /&gt;
&lt;br /&gt;
==Worshippers==&lt;br /&gt;
The worship and needs of &amp;quot;He Who Knocks&amp;quot; is tended to by the Grove of Voiceless Whispers, a druidic mystery cult who follows it. While the cult itself is a public force and are very influential in Dolina, their actual practices are kept secret. The cult is led by the Arboreal, the oldest and wisest of the order and the only one who knows &amp;quot;He Who Knocks&#039;&amp;quot; true name.&lt;br /&gt;
&lt;br /&gt;
It is tradition in the deeper swamp regions of Dolina for the oldest child of every Dolina household will leave home when they come of age and journey off to join the grove. After many years of training they will be forced to undergo a series of trials to join the grove. &lt;br /&gt;
&lt;br /&gt;
In these trials they must reenact the tree curses. In the first trial they must destroy all of their material possessions and live only on the forest itself. After a week then they must begin the second trial of starvation where they must starve themselves of both food and water. Then on the seventh second of the seventh minute of the seventh hour of the seventh day of the seventh week they must perform the third trial and swear themselves to the grove. After the third trial &amp;quot;He Who knocks&amp;quot; would judge the trainee. If they successfully completed the first two trials and were true in their pledge to the grove, he would allow them to join. If they failed to destroy all of their possessions, ate or drank during their trial of starvation, or were at any part untruthful during their pledge, he would then deem them unworthy. If the trainee was male, he would compel them to drown themselves in the nearest body of water, and if the trainee was a female, he would transform them into a rotted tree.&lt;br /&gt;
&lt;br /&gt;
The spirits of these failed trainees continue to serve &amp;quot;He Who Knocks&amp;quot; even in death as punishment for their failure, protecting the land has haunted swamp spirits from those who seek to cause it harm.&lt;br /&gt;
&lt;br /&gt;
In contrast to the failed trainees, &amp;quot;He Who Knocks&amp;quot; selects a few trainees to follow a lonely &amp;quot;A Way of the Ancients&amp;quot; Paladin&#039;s Path.  Only those of Metallic Draconic Lineages are selected, and it is believed there are only Seven of these Paladins at any one time.  This small order has been called &amp;quot;Paladins of the Ancient Grove&amp;quot;, &amp;quot;The Paladins of The Whispers&amp;quot; or &amp;quot;Paladins of His Knocking Will.&amp;quot;   &lt;br /&gt;
&lt;br /&gt;
The most senior of these Paladins is addressed at &amp;quot;The One Who Hears The Last Whispers&amp;quot; and serves as the sentinel and defender of His Grove.   All of the First Born who come to the Grove to be tested pass the eye and judgement of this First Paladin of &amp;quot;He Who Knocks.&amp;quot;   All of the first born who fail the test of the Grove are escorted to their End by &amp;quot;The One Who Hears The Last Whispers.&amp;quot;  It is well known he bears as his symbol the skull of a deer.  &lt;br /&gt;
&lt;br /&gt;
The other six Metallic Draconic Paladins of &amp;quot;He Who Knocks&amp;quot; are encountered delivering &#039;The Swamp&#039;s Judgement&#039; on those who have transgressed against &amp;quot;He Who Knocks&amp;quot; or defiled the swamps of Dolina.   They are also known to make deliveries, or collect rare objects or important information on behalf of the Druids of the Grove of Voiceless Whispers.   It is reported anyone slain by the Paladins of The Whispers under the judgement of &amp;quot;He Who Knocks&amp;quot; dissolves into a green fluid and sinks into the earth, unable to be revivified by even the most powerful magics.   The six are reported to each bear a symbol of the Swamp as their icon, and have been heard to be addressed by their symbol by worshipers and followers.  At present it is believed the Six are known as: Dragonfly, Mosquito, Bat, Frog, Carp and Newt.   &lt;br /&gt;
&lt;br /&gt;
==Powers and Abilities==&lt;br /&gt;
&amp;quot;He Who Knocks&amp;quot; has the power to take on many forms, ranging from a dark cloud, a strange woodland beast, strange mist, and his true manifestations. This being has complete control over the flora and fauna of the land which completely bend to its will and it has the power to transport itself or others to any part of Dolina in an instant. It has the power to invoke the three curses and punishes those who seek to harm it&#039;s lands.&lt;br /&gt;
&lt;br /&gt;
==Notable Holy Sites==&lt;br /&gt;
Most towns and cities through out Dolina have small effigies for &amp;quot;He Who Knocks&amp;quot; where small offerings of bones and meat will be laid every month. The sites of worship of the Grove of Voiceless Whispers are barred to outsiders and no one outside te grove knows where they truly are or what occurs within them.&lt;br /&gt;
&lt;br /&gt;
[[Category:Deities]]&lt;br /&gt;
[[Category:Amusa]]&lt;/div&gt;</summary>
		<author><name>Eromanoops</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=He_Who_Knocks&amp;diff=19405</id>
		<title>He Who Knocks</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=He_Who_Knocks&amp;diff=19405"/>
		<updated>2023-04-18T19:02:01Z</updated>

		<summary type="html">&lt;p&gt;Eromanoops: /* Worshippers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:He Who Knocks.png|right|frameless|600x600px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is a mysterious swamp deity born out of the land of [[Dolina|The Dolina Peninsula]]. They were responsible for the purge of [[Tiamat]] worshipers in the land during The Night of a Thousand Knocks. They are worshiped by the Grove of Voiceless Whispers whose practices are largely a mystery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&#039;&#039;&#039;Titles:&#039;&#039;&#039; He Who Knocks, The One of Curses, The Great Returner&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domains:&#039;&#039;&#039; Nature, Twilight&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worshipers:&#039;&#039;&#039; The Grove of Voiceless Whispers&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Holy Symbol:&#039;&#039;&#039; A Deer skull on a bed of leaves.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;He Who Knocks&amp;quot; rarely appears in their physical form to anyone outside the cult. When they are not manifested they are able to transport their spirit to any point across Dolina. In doing this they mostly either take the form of a dark cloud or a strange beast. &lt;br /&gt;
&lt;br /&gt;
They do have two noted manifestations of their true form. The first was their manifestation on the Night of a Thousand Knocks, where they took the form of a tall humanoid figure with a cloak of dark leaves and with the head of a deer skull. Their second and primary manifestation, and what is belied to be their true form they only show to their cult, taking the form of a large winged figure with a body of bones and vines with shark claws, expansive colorful wings, and a bloody deer skull.&lt;br /&gt;
&lt;br /&gt;
It is unknown what the true origins of &amp;quot;He Who Knocks&amp;quot; is. Some believe he may be a fey spirit who came to the land to fill the void left by Tiamat while many of the god&#039;s more fervent worshipers claim that &amp;quot;He Who Waits&amp;quot; was always present and is old as the land itself. What is known though is that &amp;quot;He Who Knocks&amp;quot; first officially manifested during the Night of a thousand Knocks and purged Dolina of many of its Tiamat worshipers. Some believe they did this as Tiamat&#039;s influence over the land had began to fade and that it was the land itself fighting back against her poison.&lt;br /&gt;
&lt;br /&gt;
The name of &amp;quot;He Who Waits&amp;quot; along with his other associated titles do not come close to his true name. The only mortal that the deity ever reveals their true name to is the current Arboreal, leader of the Grove of Voiceless Whispers.&lt;br /&gt;
&lt;br /&gt;
==Works==&lt;br /&gt;
&amp;quot;He Who Knocks&#039;&amp;quot; first and greatest work began on The Night of a Thousand Knocks. Falling like a shadow over the region, &amp;quot;He Who Knocks&amp;quot; traveled to every door of every family in the land. He would proceed to knock on every door of a household that still worshiped Tiamat and lay down three curses. Each curse would begin with a similar knock on the family&#039;s door. &lt;br /&gt;
&lt;br /&gt;
First was &#039;&#039;Curse of Reclamation&#039;&#039;. In the following days, all of the family&#039;s property would rot and decay, returning to the land. The Second was the &#039;&#039;Curse of Hunger&#039;&#039;. In the following weeks the family would be beset by and endless hunger never to be sated no matter how much they would eat or drink. Then their was the &#039;&#039;Curse of Retribution&#039;&#039; which would fall on the seventh second of the seventh minute of the seventh hour of the seventh day of the seventh week after the first knock. First, the patriarch of the family would combust into flames that could not be dossed by any means. Then, the matriarch would be beset by the birds and beasts of the land, to be torn apart until their was not but bones. All of the sons would jump into the water and drown themselves while all of the daughters would run into the forest where their skin would turn to bark, their feet to roots, and their fingers to leaves.&lt;br /&gt;
&lt;br /&gt;
==Worshippers==&lt;br /&gt;
The worship and needs of &amp;quot;He Who Knocks&amp;quot; is tended to by the Grove of Voiceless Whispers, a druidic mystery cult who follows it. While the cult itself is a public force and are very influential in Dolina, their actual practices are kept secret. The cult is led by the Arboreal, the oldest and wisest of the order and the only one who knows &amp;quot;He Who Knocks&#039;&amp;quot; true name.&lt;br /&gt;
&lt;br /&gt;
It is tradition in the deeper swamp regions of Dolina for the oldest child of every Dolina household will leave home when they come of age and journey off to join the grove. After many years of training they will be forced to undergo a series of trials to join the grove. &lt;br /&gt;
&lt;br /&gt;
In these trials they must reenact the tree curses. In the first trial they must destroy all of their material possessions and live only on the forest itself. After a week then they must begin the second trial of starvation where they must starve themselves of both food and water. Then on the seventh second of the seventh minute of the seventh hour of the seventh day of the seventh week they must perform the third trial and swear themselves to the grove. After the third trial &amp;quot;He Who knocks&amp;quot; would judge the trainee. If they successfully completed the first two trials and were true in their pledge to the grove, he would allow them to join. If they failed to destroy all of their possessions, ate or drank during their trial of starvation, or were at any part untruthful during their pledge, he would then deem them unworthy. If the trainee was male, he would compel them to drown themselves in the nearest body of water, and if the trainee was a female, he would transform them into a rotted tree.&lt;br /&gt;
&lt;br /&gt;
The spirits of these failed trainees continue to serve &amp;quot;He Who Knocks&amp;quot; even in death as punishment for their failure, protecting the land has haunted swamp spirits from those who seek to cause it harm.&lt;br /&gt;
&lt;br /&gt;
In contrast to the failed trainees, &amp;quot;He Who Knocks&amp;quot; selects a few trainees to follow a lonely &amp;quot;A Way of the Ancients&amp;quot; Paladin&#039;s Path.  Only those of Metallic Draconic Lineages are selected, and it is believed there are only Seven of these Paladins at any one time.  This small order has been called &amp;quot;Paladins of the Ancient Grove&amp;quot;, &amp;quot;The Paladins of The Whispers&amp;quot; or &amp;quot;Paladins of His Knocking Will.&amp;quot;   &lt;br /&gt;
&lt;br /&gt;
The most senior of these Paladins is addressed at &amp;quot;The One Who Hears The Last Whispers&amp;quot; and serves as the sentinel and defender of His Grove.   All of the First Born who come to the Grove to be tested pass the eye and judgement of this First Paladin of &amp;quot;He Who Knocks.&amp;quot;   All of the first born who fail the test of the Grove are escorted to their End by &amp;quot;The One Who Hears The Last Whispers.&amp;quot;  &lt;br /&gt;
&lt;br /&gt;
The other six Metallic Draconic Paladins of &amp;quot;He Who Knocks&amp;quot; are encountered delivering &#039;The Swamp&#039;s Judgement&#039; on those who have transgressed against &amp;quot;He Who Knocks&amp;quot; or defiled the swamps of Dolina.   They are also known to make deliveries, or collect rare objects or important information on behalf of the Druids of the Grove of Voiceless Whispers.   It is reported anyone slain by the Paladins of The Whispers under the judgement of &amp;quot;He Who Knocks&amp;quot; dissolves into a green fluid and sinks into the earth, unable to be revivified by even the most powerful magics.   &lt;br /&gt;
&lt;br /&gt;
==Powers and Abilities==&lt;br /&gt;
&amp;quot;He Who Knocks&amp;quot; has the power to take on many forms, ranging from a dark cloud, a strange woodland beast, strange mist, and his true manifestations. This being has complete control over the flora and fauna of the land which completely bend to its will and it has the power to transport itself or others to any part of Dolina in an instant. It has the power to invoke the three curses and punishes those who seek to harm it&#039;s lands.&lt;br /&gt;
&lt;br /&gt;
==Notable Holy Sites==&lt;br /&gt;
Most towns and cities through out Dolina have small effigies for &amp;quot;He Who Knocks&amp;quot; where small offerings of bones and meat will be laid every month. The sites of worship of the Grove of Voiceless Whispers are barred to outsiders and no one outside te grove knows where they truly are or what occurs within them.&lt;br /&gt;
&lt;br /&gt;
[[Category:Deities]]&lt;br /&gt;
[[Category:Amusa]]&lt;/div&gt;</summary>
		<author><name>Eromanoops</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=He_Who_Knocks&amp;diff=19404</id>
		<title>He Who Knocks</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=He_Who_Knocks&amp;diff=19404"/>
		<updated>2023-04-18T18:45:27Z</updated>

		<summary type="html">&lt;p&gt;Eromanoops: /* Worshippers */    Added information about the orders of Paladins who serve &amp;quot;He Who Knocks&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:He Who Knocks.png|right|frameless|600x600px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is a mysterious swamp deity born out of the land of [[Dolina|The Dolina Peninsula]]. They were responsible for the purge of [[Tiamat]] worshipers in the land during The Night of a Thousand Knocks. They are worshiped by the Grove of Voiceless Whispers whose practices are largely a mystery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&#039;&#039;&#039;Titles:&#039;&#039;&#039; He Who Knocks, The One of Curses, The Great Returner&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domains:&#039;&#039;&#039; Nature, Twilight&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worshipers:&#039;&#039;&#039; The Grove of Voiceless Whispers&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Holy Symbol:&#039;&#039;&#039; A Deer skull on a bed of leaves.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;He Who Knocks&amp;quot; rarely appears in their physical form to anyone outside the cult. When they are not manifested they are able to transport their spirit to any point across Dolina. In doing this they mostly either take the form of a dark cloud or a strange beast. &lt;br /&gt;
&lt;br /&gt;
They do have two noted manifestations of their true form. The first was their manifestation on the Night of a Thousand Knocks, where they took the form of a tall humanoid figure with a cloak of dark leaves and with the head of a deer skull. Their second and primary manifestation, and what is belied to be their true form they only show to their cult, taking the form of a large winged figure with a body of bones and vines with shark claws, expansive colorful wings, and a bloody deer skull.&lt;br /&gt;
&lt;br /&gt;
It is unknown what the true origins of &amp;quot;He Who Knocks&amp;quot; is. Some believe he may be a fey spirit who came to the land to fill the void left by Tiamat while many of the god&#039;s more fervent worshipers claim that &amp;quot;He Who Waits&amp;quot; was always present and is old as the land itself. What is known though is that &amp;quot;He Who Knocks&amp;quot; first officially manifested during the Night of a thousand Knocks and purged Dolina of many of its Tiamat worshipers. Some believe they did this as Tiamat&#039;s influence over the land had began to fade and that it was the land itself fighting back against her poison.&lt;br /&gt;
&lt;br /&gt;
The name of &amp;quot;He Who Waits&amp;quot; along with his other associated titles do not come close to his true name. The only mortal that the deity ever reveals their true name to is the current Arboreal, leader of the Grove of Voiceless Whispers.&lt;br /&gt;
&lt;br /&gt;
==Works==&lt;br /&gt;
&amp;quot;He Who Knocks&#039;&amp;quot; first and greatest work began on The Night of a Thousand Knocks. Falling like a shadow over the region, &amp;quot;He Who Knocks&amp;quot; traveled to every door of every family in the land. He would proceed to knock on every door of a household that still worshiped Tiamat and lay down three curses. Each curse would begin with a similar knock on the family&#039;s door. &lt;br /&gt;
&lt;br /&gt;
First was &#039;&#039;Curse of Reclamation&#039;&#039;. In the following days, all of the family&#039;s property would rot and decay, returning to the land. The Second was the &#039;&#039;Curse of Hunger&#039;&#039;. In the following weeks the family would be beset by and endless hunger never to be sated no matter how much they would eat or drink. Then their was the &#039;&#039;Curse of Retribution&#039;&#039; which would fall on the seventh second of the seventh minute of the seventh hour of the seventh day of the seventh week after the first knock. First, the patriarch of the family would combust into flames that could not be dossed by any means. Then, the matriarch would be beset by the birds and beasts of the land, to be torn apart until their was not but bones. All of the sons would jump into the water and drown themselves while all of the daughters would run into the forest where their skin would turn to bark, their feet to roots, and their fingers to leaves.&lt;br /&gt;
&lt;br /&gt;
==Worshippers==&lt;br /&gt;
The worship and needs of &amp;quot;He Who Knocks&amp;quot; is tended to by the Grove of Voiceless Whispers, a druidic mystery cult who follows it. While the cult itself is a public force and are very influential in Dolina, their actual practices are kept secret. The cult is led by the Arboreal, the oldest and wisest of the order and the only one who knows &amp;quot;He Who Knocks&#039;&amp;quot; true name.&lt;br /&gt;
&lt;br /&gt;
It is tradition in the deeper swamp regions of Dolina for the oldest child of every Dolina household will leave home when they come of age and journey off to join the grove. After many years of training they will be forced to undergo a series of trials to join the grove. &lt;br /&gt;
&lt;br /&gt;
In these trials they must reenact the tree curses. In the first trial they must destroy all of their material possessions and live only on the forest itself. After a week then they must begin the second trial of starvation where they must starve themselves of both food and water. Then on the seventh second of the seventh minute of the seventh hour of the seventh day of the seventh week they must perform the third trial and swear themselves to the grove. After the third trial &amp;quot;He Who knocks&amp;quot; would judge the trainee. If they successfully completed the first two trials and were true in their pledge to the grove, he would allow them to join. If they failed to destroy all of their possessions, ate or drank during their trial of starvation, or were at any part untruthful during their pledge, he would then deem them unworthy. If the trainee was male, he would compel them to drown themselves in the nearest body of water, and if the trainee was a female, he would transform them into a rotted tree.&lt;br /&gt;
&lt;br /&gt;
The spirits of these failed trainees continue to serve &amp;quot;He Who Knocks&amp;quot; even in death as punishment for their failure, protecting the land has haunted swamp spirits from those who seek to cause it harm.&lt;br /&gt;
&lt;br /&gt;
In contrast to the failed trainees, &amp;quot;He Who Knocks&amp;quot; selects a few trainees to follow a lonely &amp;quot;A Way of the Ancients&amp;quot; Paladin&#039;s Path.  Only those of Metallic Draconic Lineages are selected, and it is believed there are only Seven of these Paladins at any one time.  This small order has been called &amp;quot;Paladins of the Ancient Grove&amp;quot;, &amp;quot;The Paladins of The Swamp&#039;s Justice&amp;quot; or &amp;quot;Paladins of His Knocking Will.&amp;quot;   &lt;br /&gt;
&lt;br /&gt;
The most senior of these Paladins is addressed at &amp;quot;The One Who Still Stands&amp;quot; and serves as the sentinel and defender of His Grove.   All of the First Born who come to the Grove to be tested pass the eye and judgement of this First Paladin of &amp;quot;He Who Knocks.&amp;quot;   All of the first born who fail the test of the Grove are escorted to their End by &amp;quot;The One Who Still Stands.&amp;quot;  &lt;br /&gt;
&lt;br /&gt;
The other six Metallic Draconic Paladins of &amp;quot;He Who Knocks&amp;quot; are encountered delivering &#039;The Swamp&#039;s Judgement&#039; on those who have transgressed against &amp;quot;He Who Knocks&amp;quot; or defiled the swamps of Dolina.   They are also known to make deliveries, or collect rare objects or important information on behalf of the Druids of the Grove.   &lt;br /&gt;
&lt;br /&gt;
==Powers and Abilities==&lt;br /&gt;
&amp;quot;He Who Knocks&amp;quot; has the power to take on many forms, ranging from a dark cloud, a strange woodland beast, strange mist, and his true manifestations. This being has complete control over the flora and fauna of the land which completely bend to its will and it has the power to transport itself or others to any part of Dolina in an instant. It has the power to invoke the three curses and punishes those who seek to harm it&#039;s lands.&lt;br /&gt;
&lt;br /&gt;
==Notable Holy Sites==&lt;br /&gt;
Most towns and cities through out Dolina have small effigies for &amp;quot;He Who Knocks&amp;quot; where small offerings of bones and meat will be laid every month. The sites of worship of the Grove of Voiceless Whispers are barred to outsiders and no one outside te grove knows where they truly are or what occurs within them.&lt;br /&gt;
&lt;br /&gt;
[[Category:Deities]]&lt;br /&gt;
[[Category:Amusa]]&lt;/div&gt;</summary>
		<author><name>Eromanoops</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Bosco&amp;diff=19399</id>
		<title>Bosco</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Bosco&amp;diff=19399"/>
		<updated>2023-04-17T22:23:13Z</updated>

		<summary type="html">&lt;p&gt;Eromanoops: /* Physical Appearance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;{{PAGENAME}} was born&#039;&#039;&#039; a half-elf,  to a human mother and waste-of-an-elf father.  He became Monk and street clown. Who is human passing and avoids his elvin heritage.  On a visit to the Moon, a FeyWild Princess was charmed by his acrobatic leaping and changed him into a Satyr.   &lt;br /&gt;
&lt;br /&gt;
==Physical Appearance==&lt;br /&gt;
Absurdly slight for a Satyr.  5&#039;9&amp;quot;. and only #135.  Fawn eyes and hair.  He now sports lovely hooves which he likes painting Treme - one purple, one green, both with golden Flor de Lyes.   When travelling he still passes as an old woman or starving cleaning person.  When performing he is an acrobatic treme clown.  In combat he imagines himself as a shadow, relying in speed, surprise and agility.&lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
Absurdly kind and well mannered.  He addresses everyone, friend or foe, as Friend, Neighbor, Brother or Sister. &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Raised by a single human mother.  He never met his father.  She died when he was twelve and he turned to busking.  An accomplished juggler, dancer and street puppet tomfoolery master.  He was recruited as a Monk where he learned the ways of Mercy.   He is known by his order as the &amp;quot;Eye of Delmar&#039;s Orphans&amp;quot; where he runs and manages multiple services to help the lost and forlorn children of his city.  In recent years, his personal obsession with puppetry has led him to explore the world to expand his puppet techniques and tools.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In recent years he has befriended a Draconic Fighter of the Blue Dragon line.  They often travel together as friends and allies.&lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
Common, Elvish (Wood - limiited), Draconic, Street Dwarf, Sylvan&lt;br /&gt;
&lt;br /&gt;
==Powers and Abilities==&lt;br /&gt;
Skilled and absurdly fast, he has set a personal record of catching and throwing back 100 arrows shot from 3 archers at once.  &lt;br /&gt;
&lt;br /&gt;
Since becoming a Satyr, he has found a great inner joy he never knew he would find in life.  &lt;br /&gt;
&lt;br /&gt;
He has taken up Blues Harmonica and Taiko Drum.   Which he plays with great enthusiasm and moderate skill. &lt;br /&gt;
&lt;br /&gt;
==Attacks and Weapons ==&lt;br /&gt;
His monks weapon is the Sbarramom - A 15&#039; long leather rope/whip with a half pound lead lozenge in the business end.  It does punishing bludgeon damage, and is capable of wrapping and tripping opponents.  He wears it as a belt.&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>Eromanoops</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Bosco&amp;diff=19398</id>
		<title>Bosco</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Bosco&amp;diff=19398"/>
		<updated>2023-04-17T22:15:49Z</updated>

		<summary type="html">&lt;p&gt;Eromanoops: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_character|affilliation=affiliation|name={{PAGENAME}}|image=image.jpg|caption=caption|relatives=relatives|languages=languages|alias=alias|marital=marital status|birthPlace=birthplace|deathDate=deathdate|deathPlace=deathplace|species=species|gender=gender|height=height|weight=weight|eyes=eyes}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}} was born&#039;&#039;&#039; a half-elf,  to a human mother and waste-of-an-elf father.  He became Monk and street clown. Who is human passing and avoids his elvin heritage.  On a visit to the Moon, a FeyWild Princess was charmed by his acrobatic leaping and changed him into a Satyr.   &lt;br /&gt;
&lt;br /&gt;
==Physical Appearance==&lt;br /&gt;
Absurdly slight for a Satyr.  5&#039;9&amp;quot;. and only #135.  Fawn eyes and hair.  He now sports lovely hooves which he likes painting Treme - one purple, one green, both with golden Flor de Lyes.   When travelling he still passes as an old woman or starving cleaning person.  When performing he is an acrobatic treme clown.  In combat he imagines himself as a shadow, relying in speed, surprise and agility.&lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
Absurdly kind and well mannered.  He addresses everyone, friend or foe, as Friend, Neighbor, Brother or Sister. &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Raised by a single human mother.  He never met his father.  She died when he was twelve and he turned to busking.  An accomplished juggler, dancer and street puppet tomfoolery master.  He was recruited as a Monk where he learned the ways of Mercy.   He is known by his order as the &amp;quot;Eye of Delmar&#039;s Orphans&amp;quot; where he runs and manages multiple services to help the lost and forlorn children of his city.  In recent years, his personal obsession with puppetry has led him to explore the world to expand his puppet techniques and tools.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In recent years he has befriended a Draconic Fighter of the Blue Dragon line.  They often travel together as friends and allies.&lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
Common, Elvish (Wood - limiited), Draconic, Street Dwarf, Sylvan&lt;br /&gt;
&lt;br /&gt;
==Powers and Abilities==&lt;br /&gt;
Skilled and absurdly fast, he has set a personal record of catching and throwing back 100 arrows shot from 3 archers at once.  &lt;br /&gt;
&lt;br /&gt;
Since becoming a Satyr, he has found a great inner joy he never knew he would find in life.  &lt;br /&gt;
&lt;br /&gt;
He has taken up Blues Harmonica and Taiko Drum.   Which he plays with great enthusiasm and moderate skill. &lt;br /&gt;
&lt;br /&gt;
==Attacks and Weapons ==&lt;br /&gt;
His monks weapon is the Sbarramom - A 15&#039; long leather rope/whip with a half pound lead lozenge in the business end.  It does punishing bludgeon damage, and is capable of wrapping and tripping opponents.  He wears it as a belt.&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>Eromanoops</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Amusa&amp;diff=19085</id>
		<title>Amusa</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Amusa&amp;diff=19085"/>
		<updated>2023-03-30T14:51:08Z</updated>

		<summary type="html">&lt;p&gt;Eromanoops: /* The Fog */  Link to better scientific understanding of the Mist and the advice to not call Them &amp;quot;The Fog&amp;quot;.&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;
&#039;&#039;&#039;Amusa&#039;&#039;&#039;, the Land of the Lost, is a continent like no other. Nestled between the fire and earth elemental planes, Amusa has an eternal autumn, one that never fades and is blanketed in mysterious fog. This fog creeps from the south, and is believed to come from the astral plane, bringing with it lost souls from times long past. The land itself is varied and extreme, with craggy mountains, dangerous swamps, sink holes, and canyons. &lt;br /&gt;
&lt;br /&gt;
The south is known for its active volcanoes and steamy magma fields, making exploration a treacherous undertaking. The warmer north is home to many homesteads, small farming towns, fishing villages, and a handful of small cities built up around tourist destinations. The winds coming down from the Northwest and Breme offer a mild respite to the fog, dispersing it and leaving behind a pleasant autumnal atmosphere. &lt;br /&gt;
[[File:New Amusa.png|thumb|429x429px|Amusa updated Map]]&lt;br /&gt;
&lt;br /&gt;
This area is known for its export of harvest squashes, gourds, vegetables, and flowers. The labyrinth of interconnected cave and tunnel systems were a haven for races during the BR era, and the active geology creates a sense of ever-changing danger and mystery. It&#039;s no wonder that Amusa has gained its unfortunate nickname, the Land of the Lost. Those brave enough to choose this continent as their permanent home are attuned to the ever-changing land and its secrets.&lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
[[File:New Amusa Regions.png|thumb|429x429px|Amusa Regions]]&lt;br /&gt;
&lt;br /&gt;
The lands of Amusa are vast and varied. Its positioning between the elemental planes have made it home to multiple distinct regions that many call their homes.&lt;br /&gt;
&lt;br /&gt;
===The Dolina Peninsula===&lt;br /&gt;
The Dolina Peninsula is a large stretch of swamps and wetlands in the far western portion of Amusa. Winds blow in from the north, dispersing the dangerous fog from the south and giving the peninsula a mild and temperate climate.&lt;br /&gt;
===Western Amusa===&lt;br /&gt;
Western Amusa consists of large stretches of green and fertile fields. The continents eternal autumn has allowed the region to develop into an agricultural powerhouse in the realm, making Western Amusa the perfect home for farming many types of produce in large quantities. Western Amusa is best known for its exquisite exports of gourds and squashes. Due to the region being one of the safer ones on the continent, it is easily the most populated. Large port cities have formed along its coasts and the inlands are dotted with numerous farming communities.&lt;br /&gt;
&lt;br /&gt;
The pleasent atmosphere and the quant nature of Western Amusa has made it a popular tourist destination. As such many citizens have transitioned from farming to catering to tourists, populating Western Amusa with numerous inns, taverns, show-houses, live performances, and many other such tourist traps.&lt;br /&gt;
&lt;br /&gt;
The largest threat in Western Amusa are raiding [[Gnoll]] tribes who live along the border between Western Amusa and Abzcar Canyon, leaving their domain now and again to pillage farming communities for food and supplies&lt;br /&gt;
===Luggland Hills===&lt;br /&gt;
Luggland Hills is situated in the north east corner of Amusa, bordering the sea and the [[Gulfithorp Isles]]. The land consists of rolling savannah hills and is crossed with many open and dry roads. Over the centuries this region has been hotly contested by competing powers, populating this land with ruins and the remnants of civilizations long past.&lt;br /&gt;
===The Geyser Greenwood===&lt;br /&gt;
The south east portion of Amusa is chocked by the dense rainforests of the Geyser Greenwood. Amongst the thick foliage, natural geysers spew forth boiling steam. Combined with the fog that rolls in from the south, much of the region is obscured in mist. The treacherous terrain and unfriendly conditions make the land difficult and dangerous to navigate, but for those who are successful in doing so, the Geyser Greenwood opens up their secrets of the ages.&lt;br /&gt;
===[[Abzcar Canyon]]===&lt;br /&gt;
Also known as &amp;quot;The Scar of Amusa,&amp;quot; or more simply as &amp;quot;Abzu&#039;s Scar,&amp;quot; there is no region in Amusa more deadly or dangerous. Rivers of lava and fields of flowing magma coat the canyon floor, and the few safe havens of stone plateaus are home to many deadly denizens. The canyon is home to a variety of rare creatures and wildlife, rare, unusual, and dangerous as they are. It is said even [[Dragons]] choose to take the long way around the canyon when crossing Amusa. No one really knows how the scar came to be. Some legends tell of an ancient god who was smote upon the land, while others describe the failing and collapse of a massive portal network being the cause for the Scar.&lt;br /&gt;
&lt;br /&gt;
The Scar holds deep connections to both the Elemental Planes of Fire and Earth, with many of the elementals planes titan denizens calling the canyon their home. Some though believe that these planer connections do not stop with the Elemental Planes though, as there have been sights of many other planer creatures leaving the Scar, ranging from chaotic [[Demons]], to unknowable eldritch horrors.&lt;br /&gt;
===The &amp;quot;Fog&amp;quot;.  The Southern Mist to researchers.  They/Them to Itself.===&lt;br /&gt;
While not a region nor domain of Amusa, the Fog is an ever present mystery stretching out from the south. Rumors to its origin run between the fog originating from the Astral Plane, to the fog being a curse from the Death god [[Nerull]] on the land, but no one really knows. But what people do know is that when you see the fog rolling in, it is your best interest to flee. Stories tell of ships trying to sail around the southern end of Amusa disappearing into the fog only to be found years later shattered upon the rock without a soul in sight. Travelers tell stories of encountering lost souls from planes beyond exiting from the fog looking for their past lives. Warriors will tell you tales of horrid undead monstrosities that would emerge from the fog to drag in those poor souls who could not run fast enough.&lt;br /&gt;
&lt;br /&gt;
(NOTE:  The above is a commoner view of The Mist.  It is poorly informed, prejudiced and contains advice likely to cause harm.  The Mist, who should be mentally considered a alive and thought of with the pronouns Them/They.  There is no evidence it can be spoken with, but it has massive psionic presence and awareness.   Approaching with a confident and kindly calm is the correct way.  The Mist feeds on a mixture of static Arcane Magics, Sunlight and strong emotions, especially Fear.   Carrying strong magic items, and running in fear from Them will trigger The Mist&#039;s defensive de-atomization of your nervous system and reduction and possibly resulting in you becoming the zombie-like entity described.  A primer on modern best practices for socially engaging with The Southern Mist and exploring within They/Them has been provided by to Tempest Company employees by [[Reinhold|Reinhold.]]  It is included in his company Biography, it is based on his experience is as a Cartographer from Galik Polytechnical Institure with extensive experience mapping features in the Southern Mist.)   &lt;br /&gt;
&lt;br /&gt;
Amusa&#039;s Southern Mist may be connected to [[The Mists]] of the Domains of Dread, and was previously thought connected to [[Dark Powers|The Dark Powers]], however recent research indicates The Southern Mist pre-exists the settlement of all other races, and may somehow be a remnant or tool used by the founding Gods when the world was built.&lt;br /&gt;
&lt;br /&gt;
==Domains==&lt;br /&gt;
[[File:AmusaKingdoms.png|thumb|429x429px|Post [[Realm War I]]: Amusa&#039;s Kingdoms]]&lt;br /&gt;
[[File:New Amusa Domains.png|thumb|429x429px|Post [[The Cavalry Rush|Calvary Rush]]: Amusa&#039;s Domains]]&lt;br /&gt;
&lt;br /&gt;
=== [[Cauldomo]] ===&lt;br /&gt;
Cauldomo is situated in the center of Western Amusa and its between the bay and Abzcar Canyon. It is a major agricultural supplier for Amusa and serves as a major tourist destination for the continent for its beautiful landscape brought about by Amusa’s eternal autumn  and abundance of natural hot springs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Major Cities:&#039;&#039;&#039;&lt;br /&gt;
* [[Nestle]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notable Locations:&#039;&#039;&#039;&lt;br /&gt;
* [[Cauldomo Institute of Technology]]&lt;br /&gt;
&lt;br /&gt;
=== [[Dolina]] ===&lt;br /&gt;
Expanding across the dense swamplands of the Dolina Peninsula, the domain of Dolina is home to many draconic humanoid races. In ages past they were a fervent supporter of [[Tiamat]] and served as a major player during [[Realm War I]], but as many draconic races fled to the continent during [[The Second Draconic Crusades]], many of those old beliefs fell to the wayside.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Towns:&#039;&#039;&#039;&lt;br /&gt;
* [[Seawell]]&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;
&lt;br /&gt;
&#039;&#039;&#039;Notable Locations:&#039;&#039;&#039;&lt;br /&gt;
* [[The Spider Swamps]]&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;
=== [[Domain of Galik|Galik]] ===&lt;br /&gt;
The Domain of Galik extends across the northern corner of Western Amusa and reaches out from its capital , the City of Galik whose sprawling streets cover a majority of the continent. The lands outside the city consists of rough uneven terrain dotted with small quant towns in the shadows of massive volcanos.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Major Cities:&#039;&#039;&#039;&lt;br /&gt;
* [[Galik|The City of Galik]] (Capital)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Towns:&#039;&#039;&#039;&lt;br /&gt;
* [[Ravendale]]&lt;br /&gt;
** Home to Ravendale Spa&lt;br /&gt;
* [[Wheldrake]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notable Locations:&#039;&#039;&#039;&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;
The Gulfithorp Isles are an archipelago of five islands off the northern coast of Amusa. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Major Cities:&#039;&#039;&#039;&lt;br /&gt;
*[[Scoville]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Towns:&#039;&#039;&#039;&lt;br /&gt;
*[[Pepperoncini]]&lt;br /&gt;
&lt;br /&gt;
=== [[Kingdom of Xender Pleth]] ===&lt;br /&gt;
the Kingdom of Xender Pleth is the only remaining kingdom in Amusa. While it stretches across a large portion of eastern Amusa, due to being situated in the Geyser Greenwood, the Kingdom consists mostly of a small number of isolated by sizable cities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Major Cities:&#039;&#039;&#039;&lt;br /&gt;
* [[Xender City]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Towns:&#039;&#039;&#039;&lt;br /&gt;
* [[Ymbtrymman]]&lt;br /&gt;
&lt;br /&gt;
=== [[Luggland]] ===&lt;br /&gt;
Luggland is a civilized and well developed democracy in the far eastern corner of Amusa. Originaly Halfling country, many Fey have emigrated or fled to Luggland as the rolling hills, forests, and ideal plains up and down the east coast of the domain are said to be very reminiscent of the [[Feywild]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Major Cities:&#039;&#039;&#039;&lt;br /&gt;
* [[Wistil]]&lt;br /&gt;
* [[Zodia]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Towns:&#039;&#039;&#039;&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;
Sotchala is situated at the southernmost half of the Geyser Greenwood and is blanketed in the fog that rolls in from the south. Sotchala was a land taken by the fog, and now those that call it their home are beings far beyond mortal comprehension.&lt;br /&gt;
&lt;br /&gt;
=== [[Troverth]] ===&lt;br /&gt;
After the First Realm War, the expansive empire of the [[Troverth Dynasty]] had crumbled. They had been pushed out of their homeland in [[Osugbo]] and were pushed into their remaining territory in Amusa. This domain covers a majority of Luggland Hills and still works to cling onto their power and strength of the past.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Major Cities:&#039;&#039;&#039;&lt;br /&gt;
* [[Warukami]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Towns:&#039;&#039;&#039;&lt;br /&gt;
* [[Tungas]]&lt;br /&gt;
* [[Mystide]]&lt;br /&gt;
&lt;br /&gt;
=== [[Wistness]] ===&lt;br /&gt;
Even while bordering the fog of Amusa&#039;s southern border, Wistness has endured as a major agricultural supplier in Amusa. Though after attacks during the early PR era, much of the Domain has taken a hard anti-magic stance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Towns:&#039;&#039;&#039;&lt;br /&gt;
* [[Ambleside]]&lt;br /&gt;
* [[Glengary]]&lt;br /&gt;
&lt;br /&gt;
== Map Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Lugg.png|A geographic map of the east coast, Lugg&lt;br /&gt;
File:Galikmountainmap.png|A map outlining volcanoes near the Galik domain.&lt;br /&gt;
File:AmusaPolitical.png|Previous Post-Calvery Rush Domain map&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Quelmar}}&lt;br /&gt;
[[Category:Amusa]]&lt;br /&gt;
[[Category:Wicked Wilds]]&lt;/div&gt;</summary>
		<author><name>Eromanoops</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Galik&amp;diff=19083</id>
		<title>Galik</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Galik&amp;diff=19083"/>
		<updated>2023-03-30T12:10:41Z</updated>

		<summary type="html">&lt;p&gt;Eromanoops: Added Gambling and Loansharking organization and Polytechnical Institure&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;This article is about the metropolis in Amusa, for the domain where the city is located, see [[Galik (Domain)]]&#039;&#039;&amp;lt;blockquote&amp;gt;&amp;quot;Welcome to Galik, the jewel city of Quelmar, also known as &amp;quot;The Entertainer&#039;s Paradise&amp;quot;. An urban monument, Galik is so massive it could take you a week to walk from one end to the other. It is the epicenter of strange activity and the headquarters of more than a thousand guilds. Galik is indeed the city that never sleeps. As we approach, you&#039;ll see up ahead the brilliant lights of the many magical, scholarly, and defensive towers that dot the metropolis, like stars in the night.&amp;quot; - Typical monologue given to approaching tourists in carts.&amp;lt;/blockquote&amp;gt;{{Infobox location|title = Galik|image = Galikcity.jpg|imagecaption = Monolithic structures tower over fields of houses and shops.|type = Massive City|Government = Council|location = [[Amusa]]|inhabiting Race = All}}&#039;&#039;&#039;Galik&#039;&#039;&#039;, also known as &#039;&#039;&#039;Entertainer&#039;s Paradise&#039;&#039;&#039;, is the largest city in [[Amusa]], and home to a massively assorted set of citizens. The city also gives name to the domain it is located in, also called [[Galik (Domain)|Galik]]&lt;br /&gt;
&lt;br /&gt;
Galik was founded some time before 364 [[BR]].&lt;br /&gt;
&lt;br /&gt;
== About ==&lt;br /&gt;
Galik was home to its own form of cant, known as [[Galik Street Slang]]. &lt;br /&gt;
&lt;br /&gt;
Thanks to the great city watch of Galik, people who cause havoc or chaos can be easily influenced to get out of the city as places close their doors or raise their prices or stop providing services (free or otherwise). They become nobodies and the city passes them by, making them effectively become as notable or useful as the beggars. It is a stigma nobody risks, as as such, Galik is safe place to be during the day. &lt;br /&gt;
&lt;br /&gt;
However, at night, when faces can be hidden or concealed in the shadows, the good humor of the city paves way for danger and subterfuge. &lt;br /&gt;
&lt;br /&gt;
Etiquette is important in Galik, and if you aren&#039;t local, and aren&#039;t particularly popular or social, it&#039;s likely you will be avoiding the high circles and the social partying. The Burghesses of Galik don&#039;t tend to fraternize with the countless adventurers and oath-wielders who patrol the streets looking for adventure. Ultimately though, passing adventurers are still tourists, and to the locals, they won&#039;t attract the love and attention they might hope for, outside of a tavern of drunks. &lt;br /&gt;
&lt;br /&gt;
Everyone in Galik has a place, and doing their job right lets them enjoy the fruits of everyone else&#039;s job. That&#039;s how a working city gets by. &lt;br /&gt;
[[File:Galikcolormap.png|thumb|A Rough Map of Galik&#039;s districts, indicated by color]]&lt;br /&gt;
&lt;br /&gt;
== City Information ==&lt;br /&gt;
&lt;br /&gt;
=== Government ===&lt;br /&gt;
Galik is run by an Oligarchy of Leaders, called the &#039;&#039;&#039;Galik Council of Burghers&#039;&#039;&#039; led by a High Burgher or Burghess. The Council contains the following members:&lt;br /&gt;
&lt;br /&gt;
* The High Burgher&lt;br /&gt;
* Maestro of the Arts&lt;br /&gt;
* Burgher of the Distillery&lt;br /&gt;
* Keeper of the City of the Dead&lt;br /&gt;
* Commisioner of the Docks&lt;br /&gt;
* Magistrate of the Great Speakers&lt;br /&gt;
* Head of Crafts&lt;br /&gt;
* Arch-herbalist of the Alchemical&lt;br /&gt;
* Keeper of the Bars&lt;br /&gt;
* Wrangler of the Stables&lt;br /&gt;
* Lord of Stoneworkers&lt;br /&gt;
* Lord of Woodworkers&lt;br /&gt;
* Lord of Metallurgists&lt;br /&gt;
* Archmage of the Wizards Guild&lt;br /&gt;
* Head Librarian of the Scribes&lt;br /&gt;
* Commander of the Lyregurad&lt;br /&gt;
* Madame of the Merciful Touch&lt;br /&gt;
* Lord Commander of the Free Defenders&lt;br /&gt;
* High Admiral of the Riverwatch&lt;br /&gt;
* The High Sheriff&lt;br /&gt;
The 13th High Burgher of Galik was [[James Tyler|James Tyler.]]&lt;br /&gt;
&lt;br /&gt;
=== Notable Laws ===&lt;br /&gt;
* Only leather armor can be worn in public by non-militia&lt;br /&gt;
* Only one one-handed weapon can be visibly carried, and should be sheathed unless used in self defense. All other weapons must be wrapped and stowed, and polearms are not allowed at all. &lt;br /&gt;
* Outdoor spell casting is outlawed without a permit, spellcasting is allowed inside at the owner&#039;s discretion. &lt;br /&gt;
* Merchants always use &amp;quot;detect magic&amp;quot; potions when negotiating prices, to eliminate magical thievery or manipulation. &lt;br /&gt;
[[File:Northwardmap.png|thumb|A close up map of the North Ward, taken around the time of a city-wide blackout in 465 [[PR]]]]&lt;br /&gt;
&lt;br /&gt;
=== Guilds ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Scribes and Librarians Guild&#039;&#039;&#039;&lt;br /&gt;
** Mostly [[Illumian (Player Race)|Illumian]], these libraries run [[the ArchCrystal Tower]]. The guild was founded in the 300s [[BR]] making it one of the oldest in the city. Duties include the detection of forgeries and transcription of legal procedures across the city and the realm. There is an oath of secrecy that scribes can never reveal that which is demeed a secret, and this is enforced by a number of geas spells cast by a member of the Wizards Guild.&lt;br /&gt;
** Also operate teams of seers and soothsayers.&lt;br /&gt;
*&#039;&#039;&#039;The Bard&#039;s College of Galik&#039;&#039;&#039; -  founded by &#039;&#039;&#039;Maestro Publius Teretinus&#039;&#039;&#039;, who also had a seat on the Council of Burghers.&lt;br /&gt;
** Publius&#039; famous quote: &amp;quot;&#039;&#039;I am a human, but in this great city nothing is more alien to me than humans&#039;&#039;&amp;quot;&lt;br /&gt;
** The college itself is mostly hands off, more of a quality control network of the other various individuals and groups in the city that offer bardic lessons. They certify schools, but don&#039;t try to run them. They get the most involved when politics and theatrics intertwine, both for good and bad reasons.&lt;br /&gt;
* &#039;&#039;&#039;The Beggar&#039;s Guild&#039;&#039;&#039;&lt;br /&gt;
** A mostly secret organization for beggars who use their position to give information and spy for those who can pay. They go on the streets mostly unnoticed but have eyes and ears on lots of things.&lt;br /&gt;
** Not all beggars are members of the guild, about 2 in 3 are just homeless citizens.&lt;br /&gt;
** Guild members pay 1 cp per week plus a percentage of their begging income. In return they are given a fairly substantial fortune in food, beverages, and other other goods hidden in various caches around the city. &lt;br /&gt;
* &#039;&#039;&#039;Brewers Guild -&#039;&#039;&#039; The three big brewers (Lute Stout, High Note Red Ale, and Tenker&#039;s tap) are all members of the guild, and form an organization that approves or shuts down other various startups, while keeping the competition stifled...and also monopolize tavern drinks.&lt;br /&gt;
* &#039;&#039;&#039;Innkeepers Association&#039;&#039;&#039; - Anyone who runs an Inn or Tavern in Galik &#039;&#039;must&#039;&#039; join the Innkeepers guild, and pay a small percentage of the inn&#039;s yearly income.  &lt;br /&gt;
** However, many know that inns and taverns are terrible at accurately accounting all income, and so payments are impossible to gauge accurately. The most important part of the guild is that they loan out money to members who need repairs or other loans, but charge a steep 15% interest. Occasionally the guild has also been known to organize sabotage of taverns that don&#039;t follow guild rules or risk revealing damaging activity or shady business. The guild knows taverns are shady fronts a lot of the times, but they merely want to manage the public facing side. Do NOT mess with this balance.&lt;br /&gt;
*&#039;&#039;&#039;Stoneworkers Guild&#039;&#039;&#039;&lt;br /&gt;
** Includes stonemasons, bricklayers&lt;br /&gt;
** The most incorruptible group, prompt, timely, and professional.&lt;br /&gt;
** Also includes the Underbuilders union which is a lot of dwarves and gnomes who do work under the city.&lt;br /&gt;
*Woodworkers Guild&lt;br /&gt;
**Including Wheelwrights&lt;br /&gt;
*&#039;&#039;&#039;Docks Guild&#039;&#039;&#039;&lt;br /&gt;
** Shipworkers and cargomen&lt;br /&gt;
** Rivermen and water folk&lt;br /&gt;
** Shipwrights&lt;br /&gt;
* &#039;&#039;&#039;Breeders Guild&#039;&#039;&#039;&lt;br /&gt;
** Stables, horses, animals&lt;br /&gt;
* &#039;&#039;&#039;Harlots Guild&#039;&#039;&#039;&lt;br /&gt;
** Called the &#039;&#039;Sisters of the Merciful Touch&#039;&#039;, but despite the name, there are also many men in their ranks as well.&lt;br /&gt;
** Main goal is to keep guildmembers safe.&lt;br /&gt;
* &#039;&#039;&#039;Fraternal Brotherhood of Lawyers&#039;&#039;&#039;&lt;br /&gt;
** Barristers, who do the intercourt work and set up all the judicial things&lt;br /&gt;
** Solicitors, who work with the clients&lt;br /&gt;
** These are all freelance, none of them are public defenders and if they become judges or public workers they must relinquish membership in the guild.&lt;br /&gt;
* &#039;&#039;&#039;The Dominion of the Arcane (Wizards Guild)&#039;&#039;&#039;&lt;br /&gt;
** Aloof from the political&lt;br /&gt;
** A number of towers across the city, towers come in three types: apprentice towers, adept towers, and a maximum of 1 mastery tower per district.&lt;br /&gt;
** Limited positions, and positions only open up with a member dies or resigns.&lt;br /&gt;
&lt;br /&gt;
=== Societies ===&lt;br /&gt;
These societies are distinct from the Guilds of Galik as they do not recognize themselves as city-wide political unions, and fall under different laws and rules than formal guilds.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Farseekers of Twilight&#039;&#039;&#039;&lt;br /&gt;
** Anti-Human, Anti-Industrial, concerned with the safety of natural lands&lt;br /&gt;
* &#039;&#039;&#039;Order of the Protectors&#039;&#039;&#039;&lt;br /&gt;
** Non-city endorsed group of battle clerics who are [[Helm]] enthusiasts and hope to make names for themselves as healers and protectors.&lt;br /&gt;
* &#039;&#039;&#039;Orphans of War&#039;&#039;&#039;&lt;br /&gt;
** A group of those who seek to recognize and honor those lost in [[the Holy War]], the [[Realm War I|Realm War]], and more.&lt;br /&gt;
* &#039;&#039;&#039;LongHunters&#039;&#039;&#039;&lt;br /&gt;
** Ranger enthusiasts&lt;br /&gt;
* &#039;&#039;&#039;Steelhelm Doorbargers&#039;&#039;&#039;&lt;br /&gt;
** Dwarves who used to own and operate in the land formerly known as Galik who fight and lobby for Dwarven recognition, a Dwarfen district, and maybe even a rename of the city to Steelhelm City. They also outside of political movements gather to celebrate Dwarven ubiquity and party and sing the old songs and speak in dwarven codes.  Affectionally known as &amp;quot;The damn dwarf society&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;The Guild of The Scale Skinners&#039;&#039;&#039;&lt;br /&gt;
** A group that trains itself on the most effective ways to fight dragons in case they ever come back. A lot of conspiracists.&lt;br /&gt;
&lt;br /&gt;
=== Secret Societies and Criminal Organizations ===&lt;br /&gt;
Much like the societies, except these groups don&#039;t operate under ANY rules or laws of the city, typically operating illegally in the shadows or out of the oversight of the city&#039;s councils...or purposefully outside of city council jurisdiction.&lt;br /&gt;
&lt;br /&gt;
*Cults of [[Vecna]], [[Bane]], [[Tiamat]], [[Orcus]], [[the Raven Queen]], and other evil entities.&lt;br /&gt;
*&#039;&#039;&#039;[[ShadowGuild]]&#039;&#039;&#039; - a Thieves&#039; Guild that operates directly under the city in the sewer system. Mostly local scum, participating in smuggling of goods in and out of the city, including human and drug trafficking. &lt;br /&gt;
*[[Red Blades|The Red Blades]] - Assassins Guild&lt;br /&gt;
*&#039;&#039;&#039;Slavers&#039; Guild&#039;&#039;&#039;&lt;br /&gt;
** Work with the ShadowGuild and the ShadowMasks Brotherhood. The Slaver&#039;s guild has secret connections in a handful of temples of [[Sharess]]&lt;br /&gt;
** Founded by Half-Elf Wizard &#039;&#039;&#039;Makeesh.&#039;&#039;&#039; They Run &#039;&#039;&#039;The Exotic Gourmet Club&#039;&#039;&#039;, an eatery with meats you would not believe.&lt;br /&gt;
** The founder of the [[Shinardi]] (Deng Lo) worked with them to export slaves across the eastern ocean to Troverth.&lt;br /&gt;
** Works in sporadic ways, avoiding all patterns and has escaping notice.&lt;br /&gt;
*The Black Brotherhood&lt;br /&gt;
*The Shadow Masks&lt;br /&gt;
*The Boltward Syndicate &lt;br /&gt;
**A loose confederation of Games Fixers and Bookies running both legitimate and corrupted games of chance and sports books.  Accomplished at small scale money-laundering and active in loan-sharking.   &lt;br /&gt;
* Grey Deacons&lt;br /&gt;
*&#039;&#039;&#039;Throne of Arms&#039;&#039;&#039;&lt;br /&gt;
** Control of weapons, seizing and selling and trading of all sorts of weaponry and armors. Several vendors keep stock if you know the right way to ask.&lt;br /&gt;
* &#039;&#039;&#039;Knights of ScaleMail&#039;&#039;&#039;&lt;br /&gt;
** A group of secret members from within various trades, nobilities, and shops, participate in sharing secrets and having drinks. Pass information up to friends that could be viable in their side of the city, but otherwise keep a low profile. Natural citizens of Galik only. &lt;br /&gt;
&lt;br /&gt;
=== Publications/News ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[The Galik Gazette]]&#039;&#039;&#039; was a publication run by &#039;&#039;Squagly the Story Squire&#039;&#039;, a kobold with numerous city connections. The Gazette was a bit of a tabloid, running with rumors and stories that other publications would not run without proper investigation. The Gazette was not widely read, but the small base of readers it did have devoured each and every weekly issue ravenously. &lt;br /&gt;
&lt;br /&gt;
=== Performance Venues ===&lt;br /&gt;
* The House of Balthazar Impresario, the first Opera House in the realm&lt;br /&gt;
&lt;br /&gt;
=== Religion ===&lt;br /&gt;
[[File:GalikGodsBR.PNG|thumb|242x242px|Galik&#039;s Most Worshiped Deities (BR Era)]]&lt;br /&gt;
&lt;br /&gt;
* The biggest church in the city is the &amp;quot;&#039;&#039;Auditorium of the Silver Harp&#039;&#039;&amp;quot; lead by Jared Strann and his priests, which doubles as a performance hall. The church worships [[Corellon]] and [[Oghma]].&lt;br /&gt;
* The market district is known to be one of the only economic centers in the realm with a prominent church on the grounds, the &#039;&#039;&#039;&amp;quot;&#039;&#039;&#039;&#039;&#039;Favored Coin Temple&#039;&#039;&amp;quot; is a place for merchants to make prayers to [[Waukeen]] the goddess of prosperity and merchandise.&lt;br /&gt;
*&#039;&#039;&amp;quot;The Ossuarium of [[Nerull]]&amp;quot;&#039;&#039; is a simple subterranean worship center for the god of death. When not partaking in religious ceremonies, the crypt offers luxury funerary services for those who can afford them. In later years the Ossuarium would primarily serve [[Raven Queen|The Raven Queen]].[[File:GalikGodsPR.PNG|thumb|239x239px|Galik&#039;s Most Worshiped Deities (PR Era)]]&lt;br /&gt;
*&#039;&#039;&amp;quot;Temple of Skilled Hands&amp;quot;&#039;&#039;, lead by Liserion, worships Tharmekhûl and [[Moradin]], gods of smelting and smithing.&lt;br /&gt;
*&#039;&#039;&amp;quot;House of the Ever Vigilant Guard&amp;quot;&#039;&#039; lead by Elissa Perinor, worships [[Helm]] the god of guards.&lt;br /&gt;
*&#039;&#039;&amp;quot;The High Sanctum of the Scroll&amp;quot;&#039;&#039;, a church originally built for Vecna worship but over time followed [[Ioun]], [[Ye&#039;Cind]], and [[Hat]].&lt;br /&gt;
*&#039;&#039;&amp;quot;The Exhalted Temple of [[Pelor]]&amp;quot;&#039;&#039;, lead by Bofred the Just&lt;br /&gt;
*&#039;&#039;&amp;quot;The Shrine of the Uplifted Sword&amp;quot;&#039;&#039;, lead by Barahil the Faitful and worshiping of the dragon god [[Bahamut]].&lt;br /&gt;
* Followers of the old god [[Bane]] were known to have frequented Galik in secret, especially around the era of his son [[Iyachtu]] in the late 400s [[PR]].&lt;br /&gt;
* Notable absent are places of worship to [[Mielikki]] or [[Obad-Hai]], Quelmar&#039;s largest nature deities. Though separated by many dogmas, worshipers of both religious believe thoroughly the heart of the realm&#039;s largest city in no place for nature&#039;s praise.[[File:Golik.jpg|thumb|463x463px|left]]&lt;br /&gt;
&lt;br /&gt;
=== Inns, Quarters, Pubs, Bars, Taverns ===&lt;br /&gt;
If you&#039;re looking for information on Galik Taverns, it&#039;s first important to know the &#039;&#039;staple&#039;&#039; Galik drinks. These [[List of Alcoholic Beverages|drinks]] are served nearly anywhere (that can afford to serve them), more info on them can be found on the drinks page: &#039;&#039;&#039;Lute Stout, High Note Red Ale, Tenker&#039;s Tap, Hospitaler&#039;s Mead, Lusty Mermaid Ale, Sell Sword Pale Ale,&#039;&#039;&#039; and &#039;&#039;&#039;Utter Moron.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The Felled Ogre, run by Durst Hammerhand&lt;br /&gt;
&lt;br /&gt;
* The Bloody Board&lt;br /&gt;
* The Aleman&#039;s Guild (it&#039;s not a guild at all)&lt;br /&gt;
* The Hidden Lady (also an underground brothel rink)&lt;br /&gt;
* The Inn of the Twelve Candles, an inn for rich merchants and pampered adventurers&lt;br /&gt;
* The Wizard&#039;s Familiar, specializes in serving wizards and mages&lt;br /&gt;
* The Black Viper, known for its discretion and private booths.&lt;br /&gt;
* [[The Cloak and Stagger]], appropriately shady.&lt;br /&gt;
* The Pillar and Post, known for being a &amp;quot;child-friendly&amp;quot; bar.&lt;br /&gt;
*The Edesian, a second location opened modeled after the first Edesian in [[Nestle]].&lt;br /&gt;
&lt;br /&gt;
=== Other Notable Locations ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The White Blotter&#039;&#039;&#039;, Galik&#039;s largest hospital, employing nearly 90 clerics of various faiths, as well as over 200 doctors and medical experts.&lt;br /&gt;
*&#039;&#039;&#039;The Office of Commerce and Trade&#039;&#039;&#039; provides licenses. &lt;br /&gt;
*The City&#039;s Mint is called&#039;&#039;&#039;  The Keep&#039;&#039;&#039; and is by far the most secured building in the city. &lt;br /&gt;
*Galik Polytechnical Institute - A center of for non-Arcane study made from the merger of four previous smaller Institutes&lt;br /&gt;
**The Center for the Study of Amuran Culture &lt;br /&gt;
**The Galik Geophysical Institute &lt;br /&gt;
**Amuran Botanical and Zoological Institute &lt;br /&gt;
**Pregosian School of Military and Civil Engineering &lt;br /&gt;
&lt;br /&gt;
== Military and Protections ==&lt;br /&gt;
&#039;&#039;&#039;Sheriff Centers&#039;&#039;&#039; dotted in each district contain a handful of brig cells for temporary housing and interrogation. Watchtowers are found all along the city&#039;s walls, and are managed and maintained by a group known as &#039;&#039;&#039;Bymeran&#039;s Walls&#039;&#039;&#039;, a large contracted group who also hires out wall watchers and towerguards to patrol the city borders.&lt;br /&gt;
&lt;br /&gt;
=== Crisis Imperatives ===&lt;br /&gt;
When major events in the city or realm impact the day-to-day life of Galik, the Lyreguard (see below) enact an imperative, which changes the laws of the city. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&#039;&#039;Galik Minor Crisis Imperative&#039;&#039;&#039;&#039;&#039; ====&lt;br /&gt;
 &#039;&#039;In the event of a minor crisis in this district, the following actions have been taken by the LyreGuard, in cooperation with local forces and volunteer Defenders.  Your participation in the following laws, employed during high-risk situations, is appreciated.&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;1. Light armor may be worn publicly, but no heavier protections may be employed lest you be assessed a risk against the city.&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;2. Similarly, weapons should be wrapped, and stowed with the exception of (1) sheathed primary item.&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;3. Spellcasting, as well as use of magical items, is forbidden outside or in public-use spaces, including taverns, brothels, shops, and forums.&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;Citizens found breaking Minor Crisis restrictions may be held by force until the crisis is resolved.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===[[Lyreguard]]===&lt;br /&gt;
The Lyreguard are the elite leaders of the Galik Military&lt;br /&gt;
&lt;br /&gt;
===[[Free Defenders (Galik)|The &#039;&#039;Free Defenders&#039;&#039;]]===&lt;br /&gt;
The Free Defenders are made up of volunteers, and typically had a membership of over 4000 defenders at any given time. They are less trained but far more numerous, as the number of benefits that comes with enrolling (including able to carry more weapons and heavier armor) makes them an enticing side-hustle. Many wanna-be adventurers and young adrenaline junkies join the ranks to get their foot in the door of adventure. The Free Defenders all report to a Lord Commander. &lt;br /&gt;
&lt;br /&gt;
There are 300 free defenders at any given time at the city&#039;s citadel, and another 400 defenders at the city keep. The rest of the defenders are on patrol around the city, typically going about their own lives, only going into &amp;quot;Defender&amp;quot; mode if they witness a crime.  &lt;br /&gt;
&lt;br /&gt;
Free Defenders are also given free housing at barracks located over the cities, and meals in the mornings and evenings at communal meal bunkers. &lt;br /&gt;
&lt;br /&gt;
=== River Watch ===&lt;br /&gt;
There are 600+ members of the Galik River Watch (GRW) who sail 40+ ships in and around the Galik harbor and naval yard. They keep all eyes out on the water to see any incoming fleets, and to ensure passage of trading and passenger vessels.  They all report to the High Admiral.&lt;br /&gt;
&lt;br /&gt;
=== Sheriffs ===&lt;br /&gt;
Sheriffs are a very specific type of soldier in Galik who has been trained in the city&#039;s extensive laws and can formally arrest and charge criminals. Often times a Free Defender will do a &amp;quot;Citzen&#039;s Arrest&amp;quot; by keeping a criminal in place until a Sheriff can arrive to evaluate the damages and formally arrest the criminal. Sheriffs have spent years of their lives in courts and law schools, and live in Sheriff Centers found in every district. A number of sheriffs can also be found at important buildings such as the city citadel. Sheriffs have silver badges in the shape of Harps, and ultimately all follow the lead of the High Sheriff (and the UnderSheriff). &lt;br /&gt;
&lt;br /&gt;
Sheriffs also work as Investigators, and sometimes go by the title Investigator or Detective when working ongoing cases in the streets. &lt;br /&gt;
&lt;br /&gt;
=== Constables ===&lt;br /&gt;
Sometimes called &#039;&#039;&#039;Port Authorities,&#039;&#039;&#039; Constables in Galik work under the Chief of Constables (who in turn reports to the High Sheriff) and deal mostly with licenses, warrants, and other small time crimes. They tend to be quick to escalate things to Sheriffs.&lt;br /&gt;
&lt;br /&gt;
== Shops and Economy ==&lt;br /&gt;
Galik has its own local type of currency where Gold Pieces were &#039;&#039;&#039;Harps&#039;&#039;&#039;, Silver was &#039;&#039;&#039;Bards&#039;&#039;&#039;, and Copper was &#039;&#039;&#039;Horns&#039;&#039;&#039;. While the prices of things in the city were largely consistent, the actual price compared to the global economy was reflected in the exchange rate of GP-&amp;gt;Harps.&lt;br /&gt;
&lt;br /&gt;
=== Shops ===&lt;br /&gt;
* Bartholomew&#039;s Wand Pond, a magical shop watched over by a giant psionic owl and owned by the magical mystic Bart, who is one of the realms experts when it comes to synthesizing [[Quelmar Spells|new spells]]. &lt;br /&gt;
*The Torn Page, a magical service shop offering potions, sometimes including potions of unusual spells (such as a potion of Teleport)&lt;br /&gt;
*Azureine&#039;s Rare Pages, a shop specializing in rare books, manuscripts and maps.  Proprietors Otto and Martasa Azureine are 4th generation Dragonborn owners/proprietors and well known for hosting Poetry Readings, Literary Salons and finding rare materials.  (Their grandson, [[Rhienhold Azurine]] is a member of the Tempest Company)&lt;br /&gt;
&lt;br /&gt;
=== Prices ===&lt;br /&gt;
Spellcasting prices were typically fixed to a similar rate across the city thanks to most spellcasters being involved with the Wizards Guild of Galik (WGG). Typically the guild calculated prices based on an old mathmatical system of: &#039;&#039;&#039;(&#039;&#039;Spell Level Squared) times (Fifty) Plus (Consumed Material Costs Thrice) Plus one tenth cost of stuff not-consumed. Then Round up &#039;till the first two price digits are found in the sequence of Primes.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Using the formula, some spell costs included Cure Wounds at 53 Harps, Magic Mouth at 230 Harps, and Glyph of Warding at 1150 harps. Lazy or unintelligent shopkeeps would, however, defer to the lists below. &lt;br /&gt;
&lt;br /&gt;
* Level 1: 100 Harps&lt;br /&gt;
* Level 2: 1.000 Harps&lt;br /&gt;
* Level 3: 3.000 Harps&lt;br /&gt;
* Level 4: 9.000 Harps&lt;br /&gt;
* Level 5: 100.000 Harps&lt;br /&gt;
* Level 6: 200.000 Harps&lt;br /&gt;
* Level 7: 500.000 Harps&lt;br /&gt;
* Level 8: 1.000.000 Harps&lt;br /&gt;
* Level 9: 10.000.000 Harps&lt;br /&gt;
&lt;br /&gt;
== Persons of Interest ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Artists&#039;&#039;&#039; ===&lt;br /&gt;
[[File:DRegioletteSigil.png|thumb|&amp;quot;The Crown and Mule&amp;quot;, sigil of the D&#039;Regiolette house]]&lt;br /&gt;
&lt;br /&gt;
==== D&#039;Regiolette ====&lt;br /&gt;
The &#039;&#039;&#039;D&#039;Regiolettes&#039;&#039;&#039; were a noble family of song writers, who produced operas, arias, and cantors for innumerous singers of Galik. The D&#039;Regiolettes owned &#039;&#039;&#039;Rue Delour&#039;&#039;&#039;, a block of Galik which included a villa where they lived, as well as stables, and a set of housings for other artists which they sponsored at any given time. Rue Delour was the first structure to be nearly razed to the ground in the [[Galik Blackout of 465]], at which time it housed the artist [[The Crown of Empyrosis#A Flame|Radonis Calfenris]] (the latest heir to the [[Crown of Empyrosis]]) and another artist named [[Ancients Alive/NPCs|Brontalo]]. Both artists became the first (of many) casualties in the Crown&#039;s rampage, setting off the blackout and other events that culminated in [[The Arctic Autumn]].&lt;br /&gt;
&lt;br /&gt;
====[[Core]]====&lt;br /&gt;
The Core (pronounced &amp;quot;Core-Ay&amp;quot;) family was a famous bloodline of musicians and performers that landed in Galik early in the [[PR]] era &lt;br /&gt;
&lt;br /&gt;
== City Underbelly ==&lt;br /&gt;
Besides being dense with trade and commerce, Galik is equally populated by illicit operations on all levels of treachery. Underground socities and guilds lurk in every district, and black markets in shadowy corners can ensure that &#039;&#039;ANYTHING&#039;&#039; is available in Galik if you know where to look.&lt;br /&gt;
&lt;br /&gt;
* [[ShadowGuild]] was one of Galik&#039;s largest and notorious criminal organizations.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
=== Realm War I ===&lt;br /&gt;
[[File:GalikmapYear10.png|thumb|247x247px|A Map of the Galik Wards that were at least partially open again in the year 11 [[PR]]]]&lt;br /&gt;
During [[Realm War I]], Galik was still in reconstruction. As a major hot battleground during the [[Holy War]], much of Galik was still ashes and ruin going into the [[PR]] era. As seen in the map to the right, after the first decade of the era, many of Galik&#039;s wards were up and running again (primarily the port and trade adjacent areas) but by the second decade, Galik had reopened all of its districts and wards, finally repaired after the many wars.&lt;br /&gt;
&lt;br /&gt;
=== [[Arctic Autumn|The Arctic Autumn]] ===&lt;br /&gt;
The long chain of events that led to the realm-wide Arctic Autumn in 466 [[PR]] started with a magical blackout in the city the year prior. In late 465 [[PR]], a dwarf named [[Ancients Alive/NPCs#Thriskarn|Thriskarn]] living in the villa of &#039;&#039;&#039;Rue Delour&#039;&#039;&#039; got their hands on [[The Crown of Empyrosis]], which was revealed to have been lurking in Galik for possibly centuries. The Crown stole the city&#039;s fire, leading to a city-wide blackout. &lt;br /&gt;
&lt;br /&gt;
As the lamplighters of the massive city set about their work. Lighting the torches, sconces, and lamps of the streets, they were surprised to find their tinderboxes failing. All around them, the torches began to extinguish. Attempts to strike the flint back again led to sparks but nothing more. Inside countless taverns, the roar of the fire was silenced, and as the sun finally set, the city was plunged into an unfamiliar darkness and icy chill. Immediately, the panic had set in, folks rushing out into the pitch-black would trample each other in invisible riots that crushed creatures, destroyed storefronts, and toppled trees. The scheming thieves and assassin of the city had stumbled upon their perfect night, preying now on a city engulfed in dark madness.&lt;br /&gt;
&lt;br /&gt;
It was a merciless night no one would forget.&lt;br /&gt;
&lt;br /&gt;
Then in the sudden calmness of sunrise, the city began to make sense of what had happened. As an attempt to control the city on this second night, the elite Lyreguard and volunteer Free Defenders have gone on their highest alert. Posters around the city went up yesterday, declaring a state of &amp;quot;Crisis&amp;quot;, complete with several new rules to protect the masses.&lt;br /&gt;
&lt;br /&gt;
The following night, most people stayed indoors. Mages, legally allowed to illuminate their own houses with fire-less light, provided a light in the darkness to those looking for safety. But unfortunately heat was still a concern. Fire of all kinds continued to extinguish itself. Most refused to go out into the windy night, bundling for warmth with friends and family. This in turn led to a mostly peaceful night---But everyone in the district could still hear the occasional rumble or flash of magic in the darkness, hints that mysterious events may still be happening in the city.&lt;br /&gt;
&lt;br /&gt;
On the third night, the city guard had pieced together their intel, putting up Wanted&amp;quot; posters for an old looking Dwarf named &#039;&#039;&#039;Thriskarn&#039;&#039;&#039;. Thriskarn would go on to [[The Empyrosis of the Aegerian Temple|blow up the temples of Istishia and Aegir in the city]], and ultimately set off [[Ancients Alive|a chain of events]] that led to the whole realm freezing over for several months in the Arctic Autumn.&lt;br /&gt;
&lt;br /&gt;
=== Wicked Wilds Setting ===&lt;br /&gt;
In 827PR Tolmè Pendergras introduced Isonhound and eventually the greater world of Quelmar to the amazing technology of air ships. &lt;br /&gt;
&lt;br /&gt;
The development of this technology, driven by the need to support the war effort against Tiamat, quickly spread to the other continents at his behest. Cities and organizations undertook the arduous tasks of establishing their own airship construction. Resources, knowledge and manpower were all focused on supply and transport to the war front on Kiston. &lt;br /&gt;
&lt;br /&gt;
The construction processes were streamlined, designs and safety were improved as many more craftsmen rose to the challenge. Eventually as time went on, the need for the war effort was satisfied and maintained. Cities and companies, seeing great opportunity, began to turn their attention to the use of these ships for civilian use. &lt;br /&gt;
&lt;br /&gt;
In Galik in particular, the largest city on the continent of Amusa and all of Quelmar, being able to traverse the city’s length by air was adopted very quickly by the Lyreguard as a compliment to their Griffon riders. Air Skiffs (smaller airships) could carry a full complement of troops as well as prisoners and resources. They would also offer respite for an injured Griffon in an emergency.&lt;br /&gt;
&lt;br /&gt;
Soon after government officials and private ferrying companies formed and adopted air skiffs for moving people and resources quickly around the city.&lt;br /&gt;
&lt;br /&gt;
As the technology and innovation improved, older models were discarded and often sold off. A used ship business developed that made airship ownership available to those that were not very wealthy or government subsidized. &lt;br /&gt;
&lt;br /&gt;
Today, 15 years after their introduction for public use, in 892 PR, airships are a common presence in the skies over Galik. Large freighters come and go between ports all over Quelmar. Air docks were constructed over the water docks and a brisk import/export business on both air and water flows through the city. &lt;br /&gt;
&lt;br /&gt;
Smaller skiffs bearing cargo, people or a combination of both, zip over the rooftops of the city with the Lyreguard patrolling their flight lanes and keeping traffic orderly. The pattern of travel mirrors the roads below.  Landing ports throughout the city on both street level and rooftops allow for embarking.&lt;br /&gt;
&lt;br /&gt;
Larger ships, with a few notable exceptions, are restricted from travel over the city and are diverted around the perimeter. This rule gave rise to air ship ports being constructed encircling the city at various locations. &lt;br /&gt;
&lt;br /&gt;
The Tempest Brothers Expeditionary Company resides in one of the smaller private shipyards. Two aged ships sit on moorings, older propeller engines off. A worn and rusty but serviceable two story hangar building, that can just fit either of the two ships in its single bay, stands on the street side of the yard. The freshly painted maroon and gold sign bearing the name of the company hanging over the front doorway.&lt;br /&gt;
&lt;br /&gt;
=== [[New Galik]] ===&lt;br /&gt;
Shortly after the [[Cyber Renaissance]], the rebuilding of Galik was underway. This highly modern, reconstructed version of Galik would be deemed &#039;&#039;New Galik&#039;&#039; and build on the remains of what was left of the city. For more information on the city&#039;s history after this point, see [[New Galik]]. &lt;br /&gt;
&lt;br /&gt;
== Behind the Screen ==&lt;br /&gt;
&lt;br /&gt;
* Though Galik&#039;s maps and districts resemble [https://forgottenrealms.fandom.com/wiki/Waterdeep Waterdeep], sources for Galik&#039;s lore and history pull mostly from [https://www.montecookgames.com/welcome-to-ptolus/ Ptolus] and [https://www.froggodgames.com/product/the-lost-lands-bards-gate/ Bard&#039;s Gate]&lt;br /&gt;
&lt;br /&gt;
[[Category:Amusa]]&lt;br /&gt;
[[Category:Ancients Alive]]&lt;br /&gt;
[[Category:Wicked Wilds]]&lt;/div&gt;</summary>
		<author><name>Eromanoops</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Galik&amp;diff=19081</id>
		<title>Galik</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Galik&amp;diff=19081"/>
		<updated>2023-03-30T11:10:33Z</updated>

		<summary type="html">&lt;p&gt;Eromanoops: /* Shops */ Added Azureines Rare Pages&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;This article is about the metropolis in Amusa, for the domain where the city is located, see [[Galik (Domain)]]&#039;&#039;&amp;lt;blockquote&amp;gt;&amp;quot;Welcome to Galik, the jewel city of Quelmar, also known as &amp;quot;The Entertainer&#039;s Paradise&amp;quot;. An urban monument, Galik is so massive it could take you a week to walk from one end to the other. It is the epicenter of strange activity and the headquarters of more than a thousand guilds. Galik is indeed the city that never sleeps. As we approach, you&#039;ll see up ahead the brilliant lights of the many magical, scholarly, and defensive towers that dot the metropolis, like stars in the night.&amp;quot; - Typical monologue given to approaching tourists in carts.&amp;lt;/blockquote&amp;gt;{{Infobox location|title = Galik|image = Galikcity.jpg|imagecaption = Monolithic structures tower over fields of houses and shops.|type = Massive City|Government = Council|location = [[Amusa]]|inhabiting Race = All}}&#039;&#039;&#039;Galik&#039;&#039;&#039;, also known as &#039;&#039;&#039;Entertainer&#039;s Paradise&#039;&#039;&#039;, is the largest city in [[Amusa]], and home to a massively assorted set of citizens. The city also gives name to the domain it is located in, also called [[Galik (Domain)|Galik]]&lt;br /&gt;
&lt;br /&gt;
Galik was founded some time before 364 [[BR]].&lt;br /&gt;
&lt;br /&gt;
== About ==&lt;br /&gt;
Galik was home to its own form of cant, known as [[Galik Street Slang]]. &lt;br /&gt;
&lt;br /&gt;
Thanks to the great city watch of Galik, people who cause havoc or chaos can be easily influenced to get out of the city as places close their doors or raise their prices or stop providing services (free or otherwise). They become nobodies and the city passes them by, making them effectively become as notable or useful as the beggars. It is a stigma nobody risks, as as such, Galik is safe place to be during the day. &lt;br /&gt;
&lt;br /&gt;
However, at night, when faces can be hidden or concealed in the shadows, the good humor of the city paves way for danger and subterfuge. &lt;br /&gt;
&lt;br /&gt;
Etiquette is important in Galik, and if you aren&#039;t local, and aren&#039;t particularly popular or social, it&#039;s likely you will be avoiding the high circles and the social partying. The Burghesses of Galik don&#039;t tend to fraternize with the countless adventurers and oath-wielders who patrol the streets looking for adventure. Ultimately though, passing adventurers are still tourists, and to the locals, they won&#039;t attract the love and attention they might hope for, outside of a tavern of drunks. &lt;br /&gt;
&lt;br /&gt;
Everyone in Galik has a place, and doing their job right lets them enjoy the fruits of everyone else&#039;s job. That&#039;s how a working city gets by. &lt;br /&gt;
[[File:Galikcolormap.png|thumb|A Rough Map of Galik&#039;s districts, indicated by color]]&lt;br /&gt;
&lt;br /&gt;
== City Information ==&lt;br /&gt;
&lt;br /&gt;
=== Government ===&lt;br /&gt;
Galik is run by an Oligarchy of Leaders, called the &#039;&#039;&#039;Galik Council of Burghers&#039;&#039;&#039; led by a High Burgher or Burghess. The Council contains the following members:&lt;br /&gt;
&lt;br /&gt;
* The High Burgher&lt;br /&gt;
* Maestro of the Arts&lt;br /&gt;
* Burgher of the Distillery&lt;br /&gt;
* Keeper of the City of the Dead&lt;br /&gt;
* Commisioner of the Docks&lt;br /&gt;
* Magistrate of the Great Speakers&lt;br /&gt;
* Head of Crafts&lt;br /&gt;
* Arch-herbalist of the Alchemical&lt;br /&gt;
* Keeper of the Bars&lt;br /&gt;
* Wrangler of the Stables&lt;br /&gt;
* Lord of Stoneworkers&lt;br /&gt;
* Lord of Woodworkers&lt;br /&gt;
* Lord of Metallurgists&lt;br /&gt;
* Archmage of the Wizards Guild&lt;br /&gt;
* Head Librarian of the Scribes&lt;br /&gt;
* Commander of the Lyregurad&lt;br /&gt;
* Madame of the Merciful Touch&lt;br /&gt;
* Lord Commander of the Free Defenders&lt;br /&gt;
* High Admiral of the Riverwatch&lt;br /&gt;
* The High Sheriff&lt;br /&gt;
The 13th High Burgher of Galik was [[James Tyler|James Tyler.]]&lt;br /&gt;
&lt;br /&gt;
=== Notable Laws ===&lt;br /&gt;
* Only leather armor can be worn in public by non-militia&lt;br /&gt;
* Only one one-handed weapon can be visibly carried, and should be sheathed unless used in self defense. All other weapons must be wrapped and stowed, and polearms are not allowed at all. &lt;br /&gt;
* Outdoor spell casting is outlawed without a permit, spellcasting is allowed inside at the owner&#039;s discretion. &lt;br /&gt;
* Merchants always use &amp;quot;detect magic&amp;quot; potions when negotiating prices, to eliminate magical thievery or manipulation. &lt;br /&gt;
[[File:Northwardmap.png|thumb|A close up map of the North Ward, taken around the time of a city-wide blackout in 465 [[PR]]]]&lt;br /&gt;
&lt;br /&gt;
=== Guilds ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Scribes and Librarians Guild&#039;&#039;&#039;&lt;br /&gt;
** Mostly [[Illumian (Player Race)|Illumian]], these libraries run [[the ArchCrystal Tower]]. The guild was founded in the 300s [[BR]] making it one of the oldest in the city. Duties include the detection of forgeries and transcription of legal procedures across the city and the realm. There is an oath of secrecy that scribes can never reveal that which is demeed a secret, and this is enforced by a number of geas spells cast by a member of the Wizards Guild.&lt;br /&gt;
** Also operate teams of seers and soothsayers.&lt;br /&gt;
*&#039;&#039;&#039;The Bard&#039;s College of Galik&#039;&#039;&#039; -  founded by &#039;&#039;&#039;Maestro Publius Teretinus&#039;&#039;&#039;, who also had a seat on the Council of Burghers.&lt;br /&gt;
** Publius&#039; famous quote: &amp;quot;&#039;&#039;I am a human, but in this great city nothing is more alien to me than humans&#039;&#039;&amp;quot;&lt;br /&gt;
** The college itself is mostly hands off, more of a quality control network of the other various individuals and groups in the city that offer bardic lessons. They certify schools, but don&#039;t try to run them. They get the most involved when politics and theatrics intertwine, both for good and bad reasons.&lt;br /&gt;
* &#039;&#039;&#039;The Beggar&#039;s Guild&#039;&#039;&#039;&lt;br /&gt;
** A mostly secret organization for beggars who use their position to give information and spy for those who can pay. They go on the streets mostly unnoticed but have eyes and ears on lots of things.&lt;br /&gt;
** Not all beggars are members of the guild, about 2 in 3 are just homeless citizens.&lt;br /&gt;
** Guild members pay 1 cp per week plus a percentage of their begging income. In return they are given a fairly substantial fortune in food, beverages, and other other goods hidden in various caches around the city. &lt;br /&gt;
* &#039;&#039;&#039;Brewers Guild -&#039;&#039;&#039; The three big brewers (Lute Stout, High Note Red Ale, and Tenker&#039;s tap) are all members of the guild, and form an organization that approves or shuts down other various startups, while keeping the competition stifled...and also monopolize tavern drinks.&lt;br /&gt;
* &#039;&#039;&#039;Innkeepers Association&#039;&#039;&#039; - Anyone who runs an Inn or Tavern in Galik &#039;&#039;must&#039;&#039; join the Innkeepers guild, and pay a small percentage of the inn&#039;s yearly income.  &lt;br /&gt;
** However, many know that inns and taverns are terrible at accurately accounting all income, and so payments are impossible to gauge accurately. The most important part of the guild is that they loan out money to members who need repairs or other loans, but charge a steep 15% interest. Occasionally the guild has also been known to organize sabotage of taverns that don&#039;t follow guild rules or risk revealing damaging activity or shady business. The guild knows taverns are shady fronts a lot of the times, but they merely want to manage the public facing side. Do NOT mess with this balance.&lt;br /&gt;
*&#039;&#039;&#039;Stoneworkers Guild&#039;&#039;&#039;&lt;br /&gt;
** Includes stonemasons, bricklayers&lt;br /&gt;
** The most incorruptible group, prompt, timely, and professional.&lt;br /&gt;
** Also includes the Underbuilders union which is a lot of dwarves and gnomes who do work under the city.&lt;br /&gt;
*Woodworkers Guild&lt;br /&gt;
**Including Wheelwrights&lt;br /&gt;
*&#039;&#039;&#039;Docks Guild&#039;&#039;&#039;&lt;br /&gt;
** Shipworkers and cargomen&lt;br /&gt;
** Rivermen and water folk&lt;br /&gt;
** Shipwrights&lt;br /&gt;
* &#039;&#039;&#039;Breeders Guild&#039;&#039;&#039;&lt;br /&gt;
** Stables, horses, animals&lt;br /&gt;
* &#039;&#039;&#039;Harlots Guild&#039;&#039;&#039;&lt;br /&gt;
** Called the &#039;&#039;Sisters of the Merciful Touch&#039;&#039;, but despite the name, there are also many men in their ranks as well.&lt;br /&gt;
** Main goal is to keep guildmembers safe.&lt;br /&gt;
* &#039;&#039;&#039;Fraternal Brotherhood of Lawyers&#039;&#039;&#039;&lt;br /&gt;
** Barristers, who do the intercourt work and set up all the judicial things&lt;br /&gt;
** Solicitors, who work with the clients&lt;br /&gt;
** These are all freelance, none of them are public defenders and if they become judges or public workers they must relinquish membership in the guild.&lt;br /&gt;
* &#039;&#039;&#039;The Dominion of the Arcane (Wizards Guild)&#039;&#039;&#039;&lt;br /&gt;
** Aloof from the political&lt;br /&gt;
** A number of towers across the city, towers come in three types: apprentice towers, adept towers, and a maximum of 1 mastery tower per district.&lt;br /&gt;
** Limited positions, and positions only open up with a member dies or resigns.&lt;br /&gt;
&lt;br /&gt;
=== Societies ===&lt;br /&gt;
These societies are distinct from the Guilds of Galik as they do not recognize themselves as city-wide political unions, and fall under different laws and rules than formal guilds.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Farseekers of Twilight&#039;&#039;&#039;&lt;br /&gt;
** Anti-Human, Anti-Industrial, concerned with the safety of natural lands&lt;br /&gt;
* &#039;&#039;&#039;Order of the Protectors&#039;&#039;&#039;&lt;br /&gt;
** Non-city endorsed group of battle clerics who are [[Helm]] enthusiasts and hope to make names for themselves as healers and protectors.&lt;br /&gt;
* &#039;&#039;&#039;Orphans of War&#039;&#039;&#039;&lt;br /&gt;
** A group of those who seek to recognize and honor those lost in [[the Holy War]], the [[Realm War I|Realm War]], and more.&lt;br /&gt;
* &#039;&#039;&#039;LongHunters&#039;&#039;&#039;&lt;br /&gt;
** Ranger enthusiasts&lt;br /&gt;
* &#039;&#039;&#039;Steelhelm Doorbargers&#039;&#039;&#039;&lt;br /&gt;
** Dwarves who used to own and operate in the land formerly known as Galik who fight and lobby for Dwarven recognition, a Dwarfen district, and maybe even a rename of the city to Steelhelm City. They also outside of political movements gather to celebrate Dwarven ubiquity and party and sing the old songs and speak in dwarven codes.  Affectionally known as &amp;quot;The damn dwarf society&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;The Guild of The Scale Skinners&#039;&#039;&#039;&lt;br /&gt;
** A group that trains itself on the most effective ways to fight dragons in case they ever come back. A lot of conspiracists.&lt;br /&gt;
&lt;br /&gt;
=== Secret Societies and Criminal Organizations ===&lt;br /&gt;
Much like the societies, except these groups don&#039;t operate under ANY rules or laws of the city, typically operating illegally in the shadows or out of the oversight of the city&#039;s councils...or purposefully outside of city council jurisdiction.&lt;br /&gt;
&lt;br /&gt;
*Cults of [[Vecna]], [[Bane]], [[Tiamat]], [[Orcus]], [[the Raven Queen]], and other evil entities.&lt;br /&gt;
*&#039;&#039;&#039;[[ShadowGuild]]&#039;&#039;&#039; - a Thieves&#039; Guild that operates directly under the city in the sewer system. Mostly local scum, participating in smuggling of goods in and out of the city, including human and drug trafficking. &lt;br /&gt;
*[[Red Blades|The Red Blades]] - Assassins Guild&lt;br /&gt;
*&#039;&#039;&#039;Slavers&#039; Guild&#039;&#039;&#039;&lt;br /&gt;
** Work with the ShadowGuild and the ShadowMasks Brotherhood. The Slaver&#039;s guild has secret connections in a handful of temples of [[Sharess]]&lt;br /&gt;
** Founded by Half-Elf Wizard &#039;&#039;&#039;Makeesh.&#039;&#039;&#039; They Run &#039;&#039;&#039;The Exotic Gourmet Club&#039;&#039;&#039;, an eatery with meats you would not believe.&lt;br /&gt;
** The founder of the [[Shinardi]] (Deng Lo) worked with them to export slaves across the eastern ocean to Troverth.&lt;br /&gt;
** Works in sporadic ways, avoiding all patterns and has escaping notice.&lt;br /&gt;
*The Black Brotherhood&lt;br /&gt;
*The Shadow Masks&lt;br /&gt;
* Grey Deacons&lt;br /&gt;
*&#039;&#039;&#039;Throne of Arms&#039;&#039;&#039;&lt;br /&gt;
** Control of weapons, seizing and selling and trading of all sorts of weaponry and armors. Several vendors keep stock if you know the right way to ask.&lt;br /&gt;
* &#039;&#039;&#039;Knights of ScaleMail&#039;&#039;&#039;&lt;br /&gt;
** A group of secret members from within various trades, nobilities, and shops, participate in sharing secrets and having drinks. Pass information up to friends that could be viable in their side of the city, but otherwise keep a low profile. Natural citizens of Galik only. &lt;br /&gt;
&lt;br /&gt;
=== Publications/News ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[The Galik Gazette]]&#039;&#039;&#039; was a publication run by &#039;&#039;Squagly the Story Squire&#039;&#039;, a kobold with numerous city connections. The Gazette was a bit of a tabloid, running with rumors and stories that other publications would not run without proper investigation. The Gazette was not widely read, but the small base of readers it did have devoured each and every weekly issue ravenously. &lt;br /&gt;
&lt;br /&gt;
=== Performance Venues ===&lt;br /&gt;
* The House of Balthazar Impresario, the first Opera House in the realm&lt;br /&gt;
&lt;br /&gt;
=== Religion ===&lt;br /&gt;
[[File:GalikGodsBR.PNG|thumb|242x242px|Galik&#039;s Most Worshiped Deities (BR Era)]]&lt;br /&gt;
&lt;br /&gt;
* The biggest church in the city is the &amp;quot;&#039;&#039;Auditorium of the Silver Harp&#039;&#039;&amp;quot; lead by Jared Strann and his priests, which doubles as a performance hall. The church worships [[Corellon]] and [[Oghma]].&lt;br /&gt;
* The market district is known to be one of the only economic centers in the realm with a prominent church on the grounds, the &#039;&#039;&#039;&amp;quot;&#039;&#039;&#039;&#039;&#039;Favored Coin Temple&#039;&#039;&amp;quot; is a place for merchants to make prayers to [[Waukeen]] the goddess of prosperity and merchandise.&lt;br /&gt;
*&#039;&#039;&amp;quot;The Ossuarium of [[Nerull]]&amp;quot;&#039;&#039; is a simple subterranean worship center for the god of death. When not partaking in religious ceremonies, the crypt offers luxury funerary services for those who can afford them. In later years the Ossuarium would primarily serve [[Raven Queen|The Raven Queen]].[[File:GalikGodsPR.PNG|thumb|239x239px|Galik&#039;s Most Worshiped Deities (PR Era)]]&lt;br /&gt;
*&#039;&#039;&amp;quot;Temple of Skilled Hands&amp;quot;&#039;&#039;, lead by Liserion, worships Tharmekhûl and [[Moradin]], gods of smelting and smithing.&lt;br /&gt;
*&#039;&#039;&amp;quot;House of the Ever Vigilant Guard&amp;quot;&#039;&#039; lead by Elissa Perinor, worships [[Helm]] the god of guards.&lt;br /&gt;
*&#039;&#039;&amp;quot;The High Sanctum of the Scroll&amp;quot;&#039;&#039;, a church originally built for Vecna worship but over time followed [[Ioun]], [[Ye&#039;Cind]], and [[Hat]].&lt;br /&gt;
*&#039;&#039;&amp;quot;The Exhalted Temple of [[Pelor]]&amp;quot;&#039;&#039;, lead by Bofred the Just&lt;br /&gt;
*&#039;&#039;&amp;quot;The Shrine of the Uplifted Sword&amp;quot;&#039;&#039;, lead by Barahil the Faitful and worshiping of the dragon god [[Bahamut]].&lt;br /&gt;
* Followers of the old god [[Bane]] were known to have frequented Galik in secret, especially around the era of his son [[Iyachtu]] in the late 400s [[PR]].&lt;br /&gt;
* Notable absent are places of worship to [[Mielikki]] or [[Obad-Hai]], Quelmar&#039;s largest nature deities. Though separated by many dogmas, worshipers of both religious believe thoroughly the heart of the realm&#039;s largest city in no place for nature&#039;s praise.[[File:Golik.jpg|thumb|463x463px|left]]&lt;br /&gt;
&lt;br /&gt;
=== Inns, Quarters, Pubs, Bars, Taverns ===&lt;br /&gt;
If you&#039;re looking for information on Galik Taverns, it&#039;s first important to know the &#039;&#039;staple&#039;&#039; Galik drinks. These [[List of Alcoholic Beverages|drinks]] are served nearly anywhere (that can afford to serve them), more info on them can be found on the drinks page: &#039;&#039;&#039;Lute Stout, High Note Red Ale, Tenker&#039;s Tap, Hospitaler&#039;s Mead, Lusty Mermaid Ale, Sell Sword Pale Ale,&#039;&#039;&#039; and &#039;&#039;&#039;Utter Moron.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The Felled Ogre, run by Durst Hammerhand&lt;br /&gt;
&lt;br /&gt;
* The Bloody Board&lt;br /&gt;
* The Aleman&#039;s Guild (it&#039;s not a guild at all)&lt;br /&gt;
* The Hidden Lady (also an underground brothel rink)&lt;br /&gt;
* The Inn of the Twelve Candles, an inn for rich merchants and pampered adventurers&lt;br /&gt;
* The Wizard&#039;s Familiar, specializes in serving wizards and mages&lt;br /&gt;
* The Black Viper, known for its discretion and private booths.&lt;br /&gt;
* [[The Cloak and Stagger]], appropriately shady.&lt;br /&gt;
* The Pillar and Post, known for being a &amp;quot;child-friendly&amp;quot; bar.&lt;br /&gt;
*The Edesian, a second location opened modeled after the first Edesian in [[Nestle]].&lt;br /&gt;
&lt;br /&gt;
=== Other Notable Locations ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The White Blotter&#039;&#039;&#039;, Galik&#039;s largest hospital, employing nearly 90 clerics of various faiths, as well as over 200 doctors and medical experts.&lt;br /&gt;
*&#039;&#039;&#039;The Office of Commerce and Trade&#039;&#039;&#039; provides licenses. &lt;br /&gt;
*The City&#039;s Mint is called&#039;&#039;&#039;  The Keep&#039;&#039;&#039; and is by far the most secured building in the city. &lt;br /&gt;
&lt;br /&gt;
== Military and Protections ==&lt;br /&gt;
&#039;&#039;&#039;Sheriff Centers&#039;&#039;&#039; dotted in each district contain a handful of brig cells for temporary housing and interrogation. Watchtowers are found all along the city&#039;s walls, and are managed and maintained by a group known as &#039;&#039;&#039;Bymeran&#039;s Walls&#039;&#039;&#039;, a large contracted group who also hires out wall watchers and towerguards to patrol the city borders.&lt;br /&gt;
&lt;br /&gt;
=== Crisis Imperatives ===&lt;br /&gt;
When major events in the city or realm impact the day-to-day life of Galik, the Lyreguard (see below) enact an imperative, which changes the laws of the city. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&#039;&#039;Galik Minor Crisis Imperative&#039;&#039;&#039;&#039;&#039; ====&lt;br /&gt;
 &#039;&#039;In the event of a minor crisis in this district, the following actions have been taken by the LyreGuard, in cooperation with local forces and volunteer Defenders.  Your participation in the following laws, employed during high-risk situations, is appreciated.&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;1. Light armor may be worn publicly, but no heavier protections may be employed lest you be assessed a risk against the city.&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;2. Similarly, weapons should be wrapped, and stowed with the exception of (1) sheathed primary item.&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;3. Spellcasting, as well as use of magical items, is forbidden outside or in public-use spaces, including taverns, brothels, shops, and forums.&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;Citizens found breaking Minor Crisis restrictions may be held by force until the crisis is resolved.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===[[Lyreguard]]===&lt;br /&gt;
The Lyreguard are the elite leaders of the Galik Military&lt;br /&gt;
&lt;br /&gt;
===[[Free Defenders (Galik)|The &#039;&#039;Free Defenders&#039;&#039;]]===&lt;br /&gt;
The Free Defenders are made up of volunteers, and typically had a membership of over 4000 defenders at any given time. They are less trained but far more numerous, as the number of benefits that comes with enrolling (including able to carry more weapons and heavier armor) makes them an enticing side-hustle. Many wanna-be adventurers and young adrenaline junkies join the ranks to get their foot in the door of adventure. The Free Defenders all report to a Lord Commander. &lt;br /&gt;
&lt;br /&gt;
There are 300 free defenders at any given time at the city&#039;s citadel, and another 400 defenders at the city keep. The rest of the defenders are on patrol around the city, typically going about their own lives, only going into &amp;quot;Defender&amp;quot; mode if they witness a crime.  &lt;br /&gt;
&lt;br /&gt;
Free Defenders are also given free housing at barracks located over the cities, and meals in the mornings and evenings at communal meal bunkers. &lt;br /&gt;
&lt;br /&gt;
=== River Watch ===&lt;br /&gt;
There are 600+ members of the Galik River Watch (GRW) who sail 40+ ships in and around the Galik harbor and naval yard. They keep all eyes out on the water to see any incoming fleets, and to ensure passage of trading and passenger vessels.  They all report to the High Admiral.&lt;br /&gt;
&lt;br /&gt;
=== Sheriffs ===&lt;br /&gt;
Sheriffs are a very specific type of soldier in Galik who has been trained in the city&#039;s extensive laws and can formally arrest and charge criminals. Often times a Free Defender will do a &amp;quot;Citzen&#039;s Arrest&amp;quot; by keeping a criminal in place until a Sheriff can arrive to evaluate the damages and formally arrest the criminal. Sheriffs have spent years of their lives in courts and law schools, and live in Sheriff Centers found in every district. A number of sheriffs can also be found at important buildings such as the city citadel. Sheriffs have silver badges in the shape of Harps, and ultimately all follow the lead of the High Sheriff (and the UnderSheriff). &lt;br /&gt;
&lt;br /&gt;
Sheriffs also work as Investigators, and sometimes go by the title Investigator or Detective when working ongoing cases in the streets. &lt;br /&gt;
&lt;br /&gt;
=== Constables ===&lt;br /&gt;
Sometimes called &#039;&#039;&#039;Port Authorities,&#039;&#039;&#039; Constables in Galik work under the Chief of Constables (who in turn reports to the High Sheriff) and deal mostly with licenses, warrants, and other small time crimes. They tend to be quick to escalate things to Sheriffs.&lt;br /&gt;
&lt;br /&gt;
== Shops and Economy ==&lt;br /&gt;
Galik has its own local type of currency where Gold Pieces were &#039;&#039;&#039;Harps&#039;&#039;&#039;, Silver was &#039;&#039;&#039;Bards&#039;&#039;&#039;, and Copper was &#039;&#039;&#039;Horns&#039;&#039;&#039;. While the prices of things in the city were largely consistent, the actual price compared to the global economy was reflected in the exchange rate of GP-&amp;gt;Harps.&lt;br /&gt;
&lt;br /&gt;
=== Shops ===&lt;br /&gt;
* Bartholomew&#039;s Wand Pond, a magical shop watched over by a giant psionic owl and owned by the magical mystic Bart, who is one of the realms experts when it comes to synthesizing [[Quelmar Spells|new spells]]. &lt;br /&gt;
*The Torn Page, a magical service shop offering potions, sometimes including potions of unusual spells (such as a potion of Teleport)&lt;br /&gt;
*Azureine&#039;s Rare Pages, a shop specializing in rare books, manuscripts and maps.  Proprietors Otto and Martasa Azureine are 4th generation Dragonborn owners/proprietors and well known for hosting Poetry Readings, Literary Salons and finding rare materials.  (Their grandson, [[Rhienhold Azurine]] is a member of the Tempest Company)&lt;br /&gt;
&lt;br /&gt;
=== Prices ===&lt;br /&gt;
Spellcasting prices were typically fixed to a similar rate across the city thanks to most spellcasters being involved with the Wizards Guild of Galik (WGG). Typically the guild calculated prices based on an old mathmatical system of: &#039;&#039;&#039;(&#039;&#039;Spell Level Squared) times (Fifty) Plus (Consumed Material Costs Thrice) Plus one tenth cost of stuff not-consumed. Then Round up &#039;till the first two price digits are found in the sequence of Primes.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Using the formula, some spell costs included Cure Wounds at 53 Harps, Magic Mouth at 230 Harps, and Glyph of Warding at 1150 harps. Lazy or unintelligent shopkeeps would, however, defer to the lists below. &lt;br /&gt;
&lt;br /&gt;
* Level 1: 100 Harps&lt;br /&gt;
* Level 2: 1.000 Harps&lt;br /&gt;
* Level 3: 3.000 Harps&lt;br /&gt;
* Level 4: 9.000 Harps&lt;br /&gt;
* Level 5: 100.000 Harps&lt;br /&gt;
* Level 6: 200.000 Harps&lt;br /&gt;
* Level 7: 500.000 Harps&lt;br /&gt;
* Level 8: 1.000.000 Harps&lt;br /&gt;
* Level 9: 10.000.000 Harps&lt;br /&gt;
&lt;br /&gt;
== Persons of Interest ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Artists&#039;&#039;&#039; ===&lt;br /&gt;
[[File:DRegioletteSigil.png|thumb|&amp;quot;The Crown and Mule&amp;quot;, sigil of the D&#039;Regiolette house]]&lt;br /&gt;
&lt;br /&gt;
==== D&#039;Regiolette ====&lt;br /&gt;
The &#039;&#039;&#039;D&#039;Regiolettes&#039;&#039;&#039; were a noble family of song writers, who produced operas, arias, and cantors for innumerous singers of Galik. The D&#039;Regiolettes owned &#039;&#039;&#039;Rue Delour&#039;&#039;&#039;, a block of Galik which included a villa where they lived, as well as stables, and a set of housings for other artists which they sponsored at any given time. Rue Delour was the first structure to be nearly razed to the ground in the [[Galik Blackout of 465]], at which time it housed the artist [[The Crown of Empyrosis#A Flame|Radonis Calfenris]] (the latest heir to the [[Crown of Empyrosis]]) and another artist named [[Ancients Alive/NPCs|Brontalo]]. Both artists became the first (of many) casualties in the Crown&#039;s rampage, setting off the blackout and other events that culminated in [[The Arctic Autumn]].&lt;br /&gt;
&lt;br /&gt;
====[[Core]]====&lt;br /&gt;
The Core (pronounced &amp;quot;Core-Ay&amp;quot;) family was a famous bloodline of musicians and performers that landed in Galik early in the [[PR]] era &lt;br /&gt;
&lt;br /&gt;
== City Underbelly ==&lt;br /&gt;
Besides being dense with trade and commerce, Galik is equally populated by illicit operations on all levels of treachery. Underground socities and guilds lurk in every district, and black markets in shadowy corners can ensure that &#039;&#039;ANYTHING&#039;&#039; is available in Galik if you know where to look.&lt;br /&gt;
&lt;br /&gt;
* [[ShadowGuild]] was one of Galik&#039;s largest and notorious criminal organizations.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
=== Realm War I ===&lt;br /&gt;
[[File:GalikmapYear10.png|thumb|247x247px|A Map of the Galik Wards that were at least partially open again in the year 11 [[PR]]]]&lt;br /&gt;
During [[Realm War I]], Galik was still in reconstruction. As a major hot battleground during the [[Holy War]], much of Galik was still ashes and ruin going into the [[PR]] era. As seen in the map to the right, after the first decade of the era, many of Galik&#039;s wards were up and running again (primarily the port and trade adjacent areas) but by the second decade, Galik had reopened all of its districts and wards, finally repaired after the many wars.&lt;br /&gt;
&lt;br /&gt;
=== [[Arctic Autumn|The Arctic Autumn]] ===&lt;br /&gt;
The long chain of events that led to the realm-wide Arctic Autumn in 466 [[PR]] started with a magical blackout in the city the year prior. In late 465 [[PR]], a dwarf named [[Ancients Alive/NPCs#Thriskarn|Thriskarn]] living in the villa of &#039;&#039;&#039;Rue Delour&#039;&#039;&#039; got their hands on [[The Crown of Empyrosis]], which was revealed to have been lurking in Galik for possibly centuries. The Crown stole the city&#039;s fire, leading to a city-wide blackout. &lt;br /&gt;
&lt;br /&gt;
As the lamplighters of the massive city set about their work. Lighting the torches, sconces, and lamps of the streets, they were surprised to find their tinderboxes failing. All around them, the torches began to extinguish. Attempts to strike the flint back again led to sparks but nothing more. Inside countless taverns, the roar of the fire was silenced, and as the sun finally set, the city was plunged into an unfamiliar darkness and icy chill. Immediately, the panic had set in, folks rushing out into the pitch-black would trample each other in invisible riots that crushed creatures, destroyed storefronts, and toppled trees. The scheming thieves and assassin of the city had stumbled upon their perfect night, preying now on a city engulfed in dark madness.&lt;br /&gt;
&lt;br /&gt;
It was a merciless night no one would forget.&lt;br /&gt;
&lt;br /&gt;
Then in the sudden calmness of sunrise, the city began to make sense of what had happened. As an attempt to control the city on this second night, the elite Lyreguard and volunteer Free Defenders have gone on their highest alert. Posters around the city went up yesterday, declaring a state of &amp;quot;Crisis&amp;quot;, complete with several new rules to protect the masses.&lt;br /&gt;
&lt;br /&gt;
The following night, most people stayed indoors. Mages, legally allowed to illuminate their own houses with fire-less light, provided a light in the darkness to those looking for safety. But unfortunately heat was still a concern. Fire of all kinds continued to extinguish itself. Most refused to go out into the windy night, bundling for warmth with friends and family. This in turn led to a mostly peaceful night---But everyone in the district could still hear the occasional rumble or flash of magic in the darkness, hints that mysterious events may still be happening in the city.&lt;br /&gt;
&lt;br /&gt;
On the third night, the city guard had pieced together their intel, putting up Wanted&amp;quot; posters for an old looking Dwarf named &#039;&#039;&#039;Thriskarn&#039;&#039;&#039;. Thriskarn would go on to [[The Empyrosis of the Aegerian Temple|blow up the temples of Istishia and Aegir in the city]], and ultimately set off [[Ancients Alive|a chain of events]] that led to the whole realm freezing over for several months in the Arctic Autumn.&lt;br /&gt;
&lt;br /&gt;
=== Wicked Wilds Setting ===&lt;br /&gt;
In 827PR Tolmè Pendergras introduced Isonhound and eventually the greater world of Quelmar to the amazing technology of air ships. &lt;br /&gt;
&lt;br /&gt;
The development of this technology, driven by the need to support the war effort against Tiamat, quickly spread to the other continents at his behest. Cities and organizations undertook the arduous tasks of establishing their own airship construction. Resources, knowledge and manpower were all focused on supply and transport to the war front on Kiston. &lt;br /&gt;
&lt;br /&gt;
The construction processes were streamlined, designs and safety were improved as many more craftsmen rose to the challenge. Eventually as time went on, the need for the war effort was satisfied and maintained. Cities and companies, seeing great opportunity, began to turn their attention to the use of these ships for civilian use. &lt;br /&gt;
&lt;br /&gt;
In Galik in particular, the largest city on the continent of Amusa and all of Quelmar, being able to traverse the city’s length by air was adopted very quickly by the Lyreguard as a compliment to their Griffon riders. Air Skiffs (smaller airships) could carry a full complement of troops as well as prisoners and resources. They would also offer respite for an injured Griffon in an emergency.&lt;br /&gt;
&lt;br /&gt;
Soon after government officials and private ferrying companies formed and adopted air skiffs for moving people and resources quickly around the city.&lt;br /&gt;
&lt;br /&gt;
As the technology and innovation improved, older models were discarded and often sold off. A used ship business developed that made airship ownership available to those that were not very wealthy or government subsidized. &lt;br /&gt;
&lt;br /&gt;
Today, 15 years after their introduction for public use, in 892 PR, airships are a common presence in the skies over Galik. Large freighters come and go between ports all over Quelmar. Air docks were constructed over the water docks and a brisk import/export business on both air and water flows through the city. &lt;br /&gt;
&lt;br /&gt;
Smaller skiffs bearing cargo, people or a combination of both, zip over the rooftops of the city with the Lyreguard patrolling their flight lanes and keeping traffic orderly. The pattern of travel mirrors the roads below.  Landing ports throughout the city on both street level and rooftops allow for embarking.&lt;br /&gt;
&lt;br /&gt;
Larger ships, with a few notable exceptions, are restricted from travel over the city and are diverted around the perimeter. This rule gave rise to air ship ports being constructed encircling the city at various locations. &lt;br /&gt;
&lt;br /&gt;
The Tempest Brothers Expeditionary Company resides in one of the smaller private shipyards. Two aged ships sit on moorings, older propeller engines off. A worn and rusty but serviceable two story hangar building, that can just fit either of the two ships in its single bay, stands on the street side of the yard. The freshly painted maroon and gold sign bearing the name of the company hanging over the front doorway.&lt;br /&gt;
&lt;br /&gt;
=== [[New Galik]] ===&lt;br /&gt;
Shortly after the [[Cyber Renaissance]], the rebuilding of Galik was underway. This highly modern, reconstructed version of Galik would be deemed &#039;&#039;New Galik&#039;&#039; and build on the remains of what was left of the city. For more information on the city&#039;s history after this point, see [[New Galik]]. &lt;br /&gt;
&lt;br /&gt;
== Behind the Screen ==&lt;br /&gt;
&lt;br /&gt;
* Though Galik&#039;s maps and districts resemble [https://forgottenrealms.fandom.com/wiki/Waterdeep Waterdeep], sources for Galik&#039;s lore and history pull mostly from [https://www.montecookgames.com/welcome-to-ptolus/ Ptolus] and [https://www.froggodgames.com/product/the-lost-lands-bards-gate/ Bard&#039;s Gate]&lt;br /&gt;
&lt;br /&gt;
[[Category:Amusa]]&lt;br /&gt;
[[Category:Ancients Alive]]&lt;br /&gt;
[[Category:Wicked Wilds]]&lt;/div&gt;</summary>
		<author><name>Eromanoops</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Within_the_Wicked_Wilds/PCs&amp;diff=19080</id>
		<title>Within the Wicked Wilds/PCs</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Within_the_Wicked_Wilds/PCs&amp;diff=19080"/>
		<updated>2023-03-30T10:52:52Z</updated>

		<summary type="html">&lt;p&gt;Eromanoops: Updated Word Count for Bio and Mist Monograph&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable article-table&amp;quot;&lt;br /&gt;
|+ Wicked Wilds Player Characters&lt;br /&gt;
! Player !! Username !! Character !! Race !! Class/Subclass !! Lvl !! Words on Wiki !! Total XP&lt;br /&gt;
|-&lt;br /&gt;
| Mercedes C || JaeltheJust || &amp;lt;center&amp;gt; [[Redemption Core]] &amp;lt;/center&amp;gt; || [[Tiefling|Glasya Tiefling]] || Drakewarden Ranger || 4 || 2556 || 3456&lt;br /&gt;
|-&lt;br /&gt;
| Gavin M || Fightmefam || &amp;lt;center&amp;gt; [[Yeesus]] &amp;lt;/center&amp;gt; || [[Yuan-Ti|Yuan-Ti Pureblood]] || Order Domain Cleric || 3 || 0 || 900&lt;br /&gt;
|-&lt;br /&gt;
| Chuck || Mattherson || &amp;lt;center&amp;gt; [[Lysvan]] &amp;lt;/center&amp;gt; || [[Genasi|Fire Genasi]] || Wildfire Druid || 4 || 1834 || 2734&lt;br /&gt;
|-&lt;br /&gt;
| Geoffrey || EpicdudeX || &amp;lt;center&amp;gt; [[Wiggler]] &amp;lt;/center&amp;gt; || [[Warforged]] (Worm) || Circle of Spores Druid || 3 || 1123 || 2023&lt;br /&gt;
|-&lt;br /&gt;
| Margarita || mikroeinaitomatisou || &amp;lt;center&amp;gt; [[Helli Aliosh]] &amp;lt;/center&amp;gt; || [[Tiefling]] || Light Domain Cleric || 3 || 0 || 900&lt;br /&gt;
|-&lt;br /&gt;
| Marcy || Marcy || &amp;lt;center&amp;gt; [[Paris Hilton]] &amp;lt;/center&amp;gt; || [[Human]] || Beast Master Ranger || 3 || 102 || 1002&lt;br /&gt;
|-&lt;br /&gt;
| Jennifer Gau || jenxzi || &amp;lt;center&amp;gt; [[Scarlett Ophelia]] &amp;lt;/center&amp;gt; || [[Dhampir]] || Path of the Berserker Barbarian || 3 || 0 || 900&lt;br /&gt;
|-&lt;br /&gt;
| Jonathan R || JonTheTeach || &amp;lt;center&amp;gt; [[Commando Reconnaissance Unit Lambda]] &amp;lt;/center&amp;gt; || [[Warforged]] || Sun Soul Monk || 4 || 1965 || 2865&lt;br /&gt;
|-&lt;br /&gt;
| Satch || Chef Bananas  || &amp;lt;center&amp;gt; [[Jim Stacy]] &amp;lt;/center&amp;gt; || [[Human ]] || Kensai Monk  || 3 || 0 || 900&lt;br /&gt;
|-&lt;br /&gt;
| Keller M || K-dawg12 || &amp;lt;center&amp;gt; [[Sneeze]] &amp;lt;/center&amp;gt; || [[Kobold]] || Path of the Beast Barbarian || 4 || 2127 || 3027&lt;br /&gt;
|-&lt;br /&gt;
| Nin || SilentDarknes || &amp;lt;center&amp;gt; [[Marion Ette]] &amp;lt;/center&amp;gt; || [[Tiefling]] || Celestial Warlock || 4 || 2017 || 2917&lt;br /&gt;
|-&lt;br /&gt;
| Kyle || Staulwart || &amp;lt;center&amp;gt; [[Dothand Raki]] &amp;lt;/center&amp;gt; || [[Genasi|Air Genasi]] || Tempest Domain Cleric || 3 || 0 || 900&lt;br /&gt;
|-&lt;br /&gt;
| Alexander K || Ark Reaction || &amp;lt;center&amp;gt; [[Hermes Purrnes]] &amp;lt;/center&amp;gt; || [[Shifter|Swiftstride Shifter]] || 2 Rogue/1 Monk || 3 || 0 || 900&lt;br /&gt;
|-&lt;br /&gt;
| Talia S || Warden || &amp;lt;center&amp;gt; [[Sabbatical (character)|Sabbatical]] &amp;lt;/center&amp;gt; || [[Tiefling|Fierna Tiefling]] || Knowledge Domain Cleric || 3 || 920 || 1820&lt;br /&gt;
|-&lt;br /&gt;
| Stephen S || Eromanoops6 || &amp;lt;center&amp;gt; [[Reinhold]] &amp;lt;/center&amp;gt; || [[Dragonborn]] || Circle of the Mist Druid (Circle of Spores) || 3 || 7019 || 900&lt;br /&gt;
|-&lt;br /&gt;
| Steve G || G + 171 || &amp;lt;center&amp;gt; [[Dickweedus]] &amp;lt;/center&amp;gt; || [[Half Orc]] || Ranger || 3 || 0 || 900&lt;br /&gt;
|-&lt;br /&gt;
| Nick P || NicestPerk || &amp;lt;center&amp;gt; [[Gunther Van Hauskenecht]] &amp;lt;/center&amp;gt; || [[Half Elf]] || Hexblade Warlock || 3 || 0 || 900&lt;br /&gt;
|-&lt;br /&gt;
| Drew G || Droobius8 || &amp;lt;center&amp;gt; [[Dragonett]] &amp;lt;/center&amp;gt; || [[Elf|Wood Elf]] || Assassin Rogue || 5 || 9827 || 8423&lt;br /&gt;
|-&lt;br /&gt;
| Matt || leomatt || &amp;lt;center&amp;gt; [[Juno]] &amp;lt;/center&amp;gt; || [[Changeling]] || Way of Shadow Monk || 3 || 0 || 900&lt;br /&gt;
|-&lt;br /&gt;
| Anna S || SilvariaSpitfyre || &amp;lt;center&amp;gt; [[Finnegan (Finny) Warbler]] &amp;lt;/center&amp;gt; || [[Aarakocra| Puffin Aarakocra]] || College of Whispers Bard || 3 || 0 || 900&lt;br /&gt;
|-&lt;br /&gt;
| Scarlet || scarletxskull || &amp;lt;center&amp;gt; [[Chrysaor]] &amp;lt;/center&amp;gt; || [[Aasimar]] || 2 Fighter/1 Draconic Bloodline Sorcerer || 3 || 0 || 900&lt;br /&gt;
|-&lt;br /&gt;
| Julia || lunadix || &amp;lt;center&amp;gt; [[Kompi]] &amp;lt;/center&amp;gt; || [[Kobold]] || Clonomancer Sorcerer  || 3 || 0 || 900&lt;br /&gt;
|-&lt;br /&gt;
| Ari || gardenvarietyfae || &amp;lt;center&amp;gt; [[Obsidian]] &amp;lt;/center&amp;gt; || [[Genasi|Earth Genasi]] || Hexblade Warlock  || 3 || 1068 || 1968&lt;br /&gt;
|-&lt;br /&gt;
| Jean-Pierre T || JePaPix || &amp;lt;center&amp;gt; [[Ratchet]] &amp;lt;/center&amp;gt; || [[Dragonborn|Copper Dragonborn]] || Artillerist Artificer || 3 || 0 || 900&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable article-table&amp;quot;&lt;br /&gt;
|+ Deceased/Inactive Player Characters&lt;br /&gt;
! Player !! Username !! Character !! Race !! Class/Subclass !! Lvl !! Status !! Cause of Death&lt;br /&gt;
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[[Category:Player Characters]]&lt;br /&gt;
[[Category:Wicked Wilds]]&lt;/div&gt;</summary>
		<author><name>Eromanoops</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Rheinhold_Azurine&amp;diff=19076</id>
		<title>Rheinhold Azurine</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Rheinhold_Azurine&amp;diff=19076"/>
		<updated>2023-03-29T21:55:10Z</updated>

		<summary type="html">&lt;p&gt;Eromanoops: Tried to embed a Murmuration video.  Not sure it worked.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rhienhold’s mother (Droween Azureine) was the only daughter of a successful family of Dragonborn.  A family of rare book and map dealers in Galek.  She is deceased.&lt;br /&gt;
&lt;br /&gt;
His Grandparents (Otto and Martasa Azureine) are alive and remain in business as owners/proprietors of “Azureine’s Rare Pages”.  Rhienhold’s relationship with them is difficult due to the circumstances of his mother and father’s deaths. But they love each other.  Rhienhold’s position as an Associate Professor of Cartography at Galek Geophysical Institute and numerous well received cartographic publications has brought them pride.  His adventuring in the far South, and tabloid notoriety in conducting recovery operations from the Mists in the South is viewed mostly favorably by his grandparents, but enrage his Uncle.   His mother’s younger brother Yuri - Rhienhold’s Uncle - remains unreconciled with Rhienhold over the death of this sister.  Rhienhold carefully schedules his frequent visits with Otto and Martasa when Yuri will be out.   His mother, and family are Draconic’s of mixed Silver and Blue Heritage.&lt;br /&gt;
&lt;br /&gt;
Rhienhold’s father was “Ezrin Shiplost”.  An Emerald Draconic. He came to Galek as a recent immigrant.  A complicated and mostly unwelcome Dragonborn.  Ezrin’s various troubles in his life prior to Galek are vague, he would simply say:  “I was a soldier in a troubled place and time.” He claimed he wished to seek a quiet life, but that was likely just a lie.  A quiet life certainly eluded him.  An extremely powerful and gifted psionic, Ezrin worked with various Gamblers and Fixers on games of chance, and unsavory blackmailers seeking dirt, he used his psionic skills to offer advantages to his employers.   After Droween’s Murder and his death - possibly by suicide, some local authorities came to believe Ezrin not just an opportunist and hussler, but may have been the noted war criminal and torturer Ezmeck the Breaker, famed and feared for his use of psionics to destroy wills and seduce young draconic women&lt;br /&gt;
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Rhienhold was conceived from “A fine Romp. A tryst of wanton fun, and I have no regrets” as his mother would confided to friends.  Ezrin used his psionic skills, and a few drops from a potion of unbounded passions, to convert the poetry-devotee and bookish Droween into “An unbounded love beast, if only for a week.”&lt;br /&gt;
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Rhienhold, like many Gem Dragons was born almost transparent, and even before he was born was able to enter his mother’s mind and communicate with her directly, clearly and lovingly.   &lt;br /&gt;
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They were extremely close.  She recited Poetry to him, in his mind throughout his youth.  Which was, perhaps, an error on his part.   He grew up so deeply preferencing psionic bonds over all others.&lt;br /&gt;
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So, among his eloquent, witty, bookish, always discursive and laughing Azureine family, Rhienhold was silent. Reserved.  Even taciturn.  An extremely gifted student, he preferred the written word to the spoken word, and maps and illustration over both- and he preferred direct psionic mental exchanges over speaking. He proved to be uniquely gifted in corrective cartography, taking the rough drawn maps of explorers, and redrawing them while looking into the minds, using his ability to riffle the images of their minds to record better and more accurately maps of where they had been and what they had seen and done.&lt;br /&gt;
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He became sought after and respected for his ability to gently extract experiential, locations, events and relevant information from the insane, criminal witnesses and even survivors of madness induced by exposures to the Southern Mists.   &lt;br /&gt;
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And the Mists fascinated him.   The Mists became first a fascination.  Then an obsession.  Today of course, they are his life.   He published his first thin volume examining the Mists based on his theory they are a poorly understood form of living creature, akin to a colony of molds, with rhizomes, fruiting bodies and he believed the ability to enter into congnitive minds and re-organize the ganglia and neurons - turning previously “normal” creatures into hosts conducting tasks for the living Southern Mists. &lt;br /&gt;
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At just 11 years old (Draconic’s do mature quickly) he was invited to collaborate on research exploring his theories with several leading scholars and was eventually invited to take a teaching position and the Galek Geophysical Institute. Today, when in Galek he lectures on Cartography and contributes to research on the effects of exposures to the Southern Mists, though much of his time is spent at the Edges of the Mists in the far south.&lt;br /&gt;
&lt;br /&gt;
It might have been a happy and adventurous life.  But for his father.  &lt;br /&gt;
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Just as Rhienhold’s skills and world view were expanding, he became personally obsessed with finding his father.  His mother and family made it clear his father was “very much a Wandering Dragon” He had made no effort to contact his mother, nor him, ever, though Rhienhold was certain this was because his father, likely didn’t know Rhienhold even existed.  &lt;br /&gt;
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While his mother slept, Rhienhold used his growing skills to riffle deeply through her dreams and memories.  Eventually finding his father’s name, seeing his features, demeanor - and to be fair - seeing more details about his parents brief affair than any twelve year old should see.  But, he was well versed in poetry. Including some of the more carnal in nature.&lt;br /&gt;
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Over the next few months Rhienhold used his spare time to conduct an ever widening search for his father.  He eventually found a mobster and gambler who knew “Ezrin” (who now was going by the names “Enright” and “Exarcos”) very well.  The Mobster was also looking for Rhienhold’s father.   “Exarcos” owed The Boltward Syndicate a considerable amount of money.   &lt;br /&gt;
&lt;br /&gt;
The details of the story at this point are unclear.  These points are known.&lt;br /&gt;
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Rhienhold tracked down his father.  &lt;br /&gt;
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His father refused to believe Rhienhold was his son.&lt;br /&gt;
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Rhienhold tried to use his Psyonics to prove it was true.&lt;br /&gt;
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His father viewed this an attack, and used his considerable skills to overpower Rhienhold and confirm he was working with The Boltward Syndicate to find him. &lt;br /&gt;
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His father nearly killed his son.  He would have killed him, but the very same Boltward Syndicate had followed Rhienhard - and moved in to kill or capture Ezrin/Exarcos, but he escaped.&lt;br /&gt;
&lt;br /&gt;
Rhienhold, gravely wounded, physically and psyonically was dumped by the Syndicate at a local infirmary.  He survived.   But his mental recovery, if in fact he has recovered, took weeks, and for many days his mother and family were in panic - unable to find him.  They did.  And worked to bring him back to health.   He was unable or unwilling to speak for months.  Communicating only psionically.&lt;br /&gt;
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Over Rhienhold’s objections and warnings the Azureine Family worked with the authorities.  They wanted justice.  But justice didn’t find them.   Ezrin/Exarcos did.  &lt;br /&gt;
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He came intending just to kill Rhienhold. Rhienhold knew his psyonic print too well, he had found Ezrin once, and would be able to find him again.  &lt;br /&gt;
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But as the fates would have it, Ezrin arrived on a night the family was hosting a weekly poetry reading and salon.  For War Veterans. &lt;br /&gt;
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The resulting Melee was horrific.  Two of the Veterans/Poets and the beloved by all Droween were killed.   Rhienhold was gravely wounded - again.   His grandfather suffered two broken legs, and a complete broken heart. It was months of recovery before he could walk.  And years before he could read poetry again.   He still breaks down in tears at her memory.&lt;br /&gt;
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Ezrin/Exarcos was found dead, three days later in Booklover’s Square.   Having obviously fallen from a great height.  Some speculate friends of the dead veterans killed him.  Others believe he tried to use his spectral wings to flee his warrant for murder.  He was already wounded from the battle, and was never very good at using them.  &lt;br /&gt;
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The death was ruled a suicide, which was the preferred choice by the Oligarch Authorities for such deaths, as their corporate interests can then minimize any benefit payments which might result from insurance or liability claims.   &lt;br /&gt;
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Rhienhold, blamed himself.   &lt;br /&gt;
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For all of it.  &lt;br /&gt;
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For his mother’s death.   &lt;br /&gt;
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For his father’s death.  &lt;br /&gt;
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His poet friends’ deaths.  &lt;br /&gt;
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His grandfather’s horrific injuries.&lt;br /&gt;
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His failure was complete.&lt;br /&gt;
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He dragged himself forward as best he could.   Never sleeping.  Never speaking.  Barely eating.  He developed the compensating horrific habit of chewing on his own fingers.  He began to chew them so often they began to rot.  His habit progressed from obsession to self-mutilation. His entire left hand became a mass of blood, scabs, puss and rot which he chewed and licked without ceasing.   He would wander the city at night, gnawing himself to death.  &lt;br /&gt;
&lt;br /&gt;
His Uncle and Grandmother fought.  His Uncle demanding he be expelled from the family. He was a bastard.  He was cursed.  He was mentally dangerous.  He had killed his mother.  His Grandmother steadfast in his defense, though at this time, still wheelchair bound.  Rhienhold said nothing.  He could hear all their thoughts.  And he saw, deeply and truly, his Uncle was now Broken too.  And that was Rhienhold’s fault as well.&lt;br /&gt;
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Rheinhold had resolved to kill himself.   He understood he was doing is slowly.  He decided to get it done. &lt;br /&gt;
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He gathered his notes and journals from so many unfinished interviews with survivors of the South Mists.  He took them to the University, he planned to leave them, there, and throw himself from the Tower of Seeing.  &lt;br /&gt;
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But on that day at the University he had visitors.  &lt;br /&gt;
&lt;br /&gt;
Lyowyn Mossbringer, the extraordinary FeyWild’s Druid of Dreams.  Her partner [[Lucinda Grimfold]] - one of the greatest warriors of the age, and [[Cookie|Cookie the Otter]], accomplished thinker and adjuration master.  They were standing in his office doorway.  Staring at him.&lt;br /&gt;
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Cookie had read his monograph first.  Made the others read it as well.  They had discussed it at length in his recently published work.   Cookie the Otter had convinced Lyowyn they just had to go meet this Psionic Dragonborn - who he believed was right.  And if he was right, Rhienhold might be able to help them.&lt;br /&gt;
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The three famous and powerful citizens stared at the young, and very broken Dragonborn.  They stared at him as he chewed on his own fingers and lapped at his own blood and puss.&lt;br /&gt;
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Lyowyn charmed him and made him tell her everything.  &lt;br /&gt;
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Lucinda had heard about the horrible incidents. One of the dead warrior poets had once served with her. &lt;br /&gt;
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Cookie placed a warding on Rheinhold’s own hands which made them taste so horrific to himself, that to this day he can not pick up a piece of toast without smearing it with distaste.   He developed the habit of eating everything with the tip of a tiny knife.&lt;br /&gt;
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They took him back to their home.   Lucinda called on the family at Azurine’s Rare Pages and assured them Rhienhard was unharmed, but very unwell.   His Uncle was the only one there, and was, as he often is, unpleasant.  Telling them “My Nephew is Born of Rot, Has Brought Rot to our Home, and May he Chew himself apart and Rot FOREVER!”&lt;br /&gt;
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Lyowyn cast spells to make Rhienhold sleep.  He had not slept in weeks.   He went under into a deep land of dreams and stayed there for a very long time.   Cookie served as his nursemaid, and became fascinated and very fatherly toward this strange young Dragonborn, who - had never had a father, and just like Cookie himself - had clearly suffered irreparable family trauma.   They were two children who had both witnessed the killing of their Mothers.   &lt;br /&gt;
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In a sense Cookie and Rhienhold are brothers. From the sad and lonely brotherhood of creatures who witnessed their own orphaning.  &lt;br /&gt;
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Cookie believed Lyowyn should take Rhienhold as a student.  But Lyowyn said no. She was certain no Dragonborn would ever be a worthy Druid in the Feywild Dream traditions.  It just wasn’t possible.   Lucinda ruled out making him into a warrior.    While many Dragonborn were in the ranks of the loyal orders, Rhienhard was very small and slight for a dragonborn, and obviously not well suited to mentally coping with Carnage.&lt;br /&gt;
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But all three of the life-friends agreed there had to be a place for someone so young, and clearly gifted in strange ways.&lt;br /&gt;
&lt;br /&gt;
And then something, Otter believes the Southern Mists themselves, intervened.   While entering his third day of sleeping, his gnawed left hand became scabbed over completely, but for a strange and rising black node.  The node rose for hours.   Otter watched it, certain it was important and confident his adjurations would protect the sleeping boy.  And then the Node became a Boil.  The Boil developed a whitehead.  The whitehead ruptured and from the rupture came Mist.  Tendrils of Mist.   Otter called his life friends to watch.  And they watched as the Mists writhed like snakes up the young Draconic’s arms, around his neck and then slid, every so slowly and gently into his sleeping mouth and nose.   Each inhale he drew in more.  Until like ants marching from a hill to a feeding source the black boil eased and shrank and withdrew.  &lt;br /&gt;
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It happened in less than a minute.  From Rupture to Inhalation to Easing.  The three of them watched entranced.   &lt;br /&gt;
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And then Rhienhold awoke, his eyes were no longer a clear white but a fawn brown.  The color of an earthy color of fungus.  And as they watched his scales and frills darkened from their nearly clear and pale whitish color to a earthy fawn.  And to no ones surprise the scabs on his left hand fell away.  And clean brown draconic scales, laces with fascinating patterns which looked like spore prints of frilled and gilled mushrooms, or swirling grey patterns of Mist.  These patterns at first covered each plate of his chewed hand from which the Boil of Mists emerged.&lt;br /&gt;
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Over the next few months this unique partnering spread to cover his entire body.  His plates and scales are like no other Dragonborn.  Though he remains an Emerald Dragonborn in his heart and mind, on his surface his appears like a Maori, with intricate tiny prints in dark browns and blacks overlayed on a background of fawn.   His head frills end in clear tips which often emanate slight clouds of mist.  The mist often plays about his head.   &lt;br /&gt;
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And he was obsessed with being with the mists.  Of mapping the mists.  Of serving to help the mists be understood, and welcomed, and free.   &lt;br /&gt;
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“They are here to preserve us.  Preserve the true cycle of us.  Preserve the balance for us.  Bring us Treasures.  Take away the surplus when we have excess.   Provide us with surprise when we are wanting.”&lt;br /&gt;
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And over the next three months the three friends helped prepare him as best they could.   Lucinda gave him basic martial training. Lyowyn as best she could shared with him traditions of DruidCraft, though it was clear he love Feywild Life and his obsession with Spores, Rot and Cycles were vastly different.  And Cookie the Otter and Rhiehold became, quite simply, brothers.  &lt;br /&gt;
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Helping each other understand themselves, more than providing anything more practical and compelling.&lt;br /&gt;
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Rhienhold resumed his work with the University.  Resume his work interviewing an psyonically entering those who had survived encounters with the Mists.   And after a year, with little fanfare and almost no support he told his University colleagues, his found friends, his brother Otter and his beloved Grandparents he would simply have to leave them now, and travel as far south as can be traveled.   &lt;br /&gt;
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He was certain the Southern Mists were not, in themselves evil.  No more than a fungus that consumes a fallen tree is evil.  No more than the bacteria that infects a wound is evil.  The Southern Mists are a living creature with needs, and perhaps wants and ideas.   &lt;br /&gt;
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Nearly 6 years have passed.   Rhienhold is, without anyone being able to argue the most accomplished cartographer and studier of the edges of the Southern Mists.  He maintains frequent and robust correspondence with Cookie the Otter, and they consider each other true brothers, though they have not seen each other in many years.   &lt;br /&gt;
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Living at the edge of the mists has made Rhienhold even more suspect of any spoken communication.  Though he has developed a strange affinity for Knolls, and their gross barking language. Knolls, somehow have developed a symbiotic relationship with Mists.  And so, for that matter has Rhienhold.   He can enter them for days at a time, understands them and brings them feedings and offerings.  They likewise will allow him to recover the lost belongings and artifacts of those they Mists have welcomed home to their cycles.&lt;br /&gt;
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To the villages in the south Rhienhold has become a strange and legendary figure.   A true folk hero.  When loved ones are lost to the Mists, mentally or physically, Rhienhold is called to do what he can to re-unite them.  Or recover what is left.   And he does so.   &lt;br /&gt;
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Rhienhold continues to publish detailed monographs, maps and his “findings” about the Mists.  But they have become increasingly confusing works.  Some even describe them as “insane ramblings of lunatic with a Mist Rotted Mind.”   Rhienhold points out that it is very very difficult to translate the psyonic connected exchanges between a Draconic of Mixed Heritage and a Continent Spanning Airborne Super Fungus.   &lt;br /&gt;
&lt;br /&gt;
“I don’t really have any words to capture the thought process of the Mists.  But the Mists do think.  In a sense.  Or perhaps it’s better to just say that they experience what is happening, both in the past and present, both here and in other places and planes, at all times, all at once. I do my best to stay at peace an in the good graces of HIM.   HE needs me for somethings, but I can not really understand what.  Yet.  But he may also just be waiting for the right moment to absorb me.   Which if fine too.   It has been a free ride.  I paid nothing to get on the ride.  I will be charged nothing to leave.   And I am enjoying our blasto-vations/conversations in the between time-spaces, It-We are fine/not fine with the confusion others have with out relationships.   It/they/we are  complicated.”&lt;br /&gt;
&lt;br /&gt;
While his writings have become increasingly difficult for anyone to understand, his cartographic work and maps of the Misted South are much in demand and without equal.&lt;br /&gt;
&lt;br /&gt;
Cookie the Otter of course insisted he become a member of the Company, and personally requested I write a Practicum for first time travellors into The Mist.   It is attached below and available by folio at the Tempest Company Library.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Southern Mist&lt;br /&gt;
&lt;br /&gt;
A Practicum. Best Practices and Guidance.  V2.1.3&lt;br /&gt;
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Including personal observations and illustrative occurrences.&lt;br /&gt;
&lt;br /&gt;
By Rhienhold Azurine&lt;br /&gt;
&lt;br /&gt;
Asst. Prof. of Cartography&lt;br /&gt;
&lt;br /&gt;
Galek Polytechnical Institute (GPI)&lt;br /&gt;
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Requested Revision by:&lt;br /&gt;
&lt;br /&gt;
The Tempest Expeditionary Company&lt;br /&gt;
&lt;br /&gt;
The Southern Mist is located across the southern reaches of Amura including on nearshore southern seas.&lt;br /&gt;
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In rare instances, The Mist will travel into the mid-continent, though it is notably less vigorous at it transits further to the North.  &lt;br /&gt;
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The Mist is not a meteorological nor, strictly speaking, a magical feature of the region.   The Mist is a living being.  Though it’s nature, origins and purpose remains an important and ongoing area of study.  &lt;br /&gt;
&lt;br /&gt;
In any encounter with The Mist, adventurers should think of, and when possible address the Mist as a singular form.  It prefers in psionic exchange the pronouns Them/They, and if you have encountered Them in the past, even on the opposite side of the continent, They will recognize you and have an opinion based on your past interactions.  As is well documented, The Mist is a highly psionic, but extremely low intelligence (as we understand intelligence) entity.   They are best thought of - and dealt with - as a geographically massive, pluralistic, living megaswarm organism.  My own research, and to be blunt my life experience, points to The Mist being a massive, immortal, airborne fungus.&lt;br /&gt;
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This author, has a decade of often-symbiotic life with Them and a decent working relationship.  I have worked with numerous newcomers to best understand The Mist, and the majority of my students have survived interactions with Them.   &lt;br /&gt;
&lt;br /&gt;
To begin you understanding, please mentally envision a continent scale murmuration of mobile, active fungal spores.       &lt;br /&gt;
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I would like to acknowledge my colleagues in the Ornithology Department of GPI for permission to share this brief example of bird murmurations including illustrative entity/predator interactions:   &lt;br /&gt;
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&amp;lt;nowiki&amp;gt;https://www.youtube.com/watch?v=V-mCuFYfJdI&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
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OVERVIEW of THE MIST - The nature of it, and it’s Mumurations.&lt;br /&gt;
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They (The Mist) are not good, nor evil. Nor are They any alignment as we understand it. The Mist does hold opinions, dreams, has a sense of self preservation, a fungal understanding of “transactions” when transforming between life+death. of macabre humour and a sense something like divine awe.   They have no any conception of our ideas of Justice, nor would find any purpose in it.  &lt;br /&gt;
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As a Psionic I have often linked/bonded/exchanged with Them.  They have no opinions, nor even thoughts per se, of our civilization, nor politics.  But they do have an omniscient awareness of what occurs within Their Body/Murmurations.  They can be hyper aware of all movements within Themselves and will become highly agitated by specific emotional and magical conditions which I discuss below.  &lt;br /&gt;
&lt;br /&gt;
Please set aside any mythical or previous ideas you have about The Mist.  Properly prepared, it iis very possible to coexist and explore within The Mist Body/Murmuration provided you do nothing which provokes it’s Immunilogical/Destructive to Minds reactions.  You should consider The Mist’s reactions to you, as similar to our own bodies Immunological reaction to an invading poison or pathogen.    &lt;br /&gt;
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My key points for exploring within The Mist safely:  I cover all these point in detail below.&lt;br /&gt;
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1 -  I believe you must be a native to this world to safely enter Them.&lt;br /&gt;
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2 -  You must be patient.  You must invite/welcome Them to enjoy your body/mind/company, and wait until they reciprocate without expressing any fear, nor love.  Nor any strong emotion.  You must calmly and fairly face The Mist and mentally consider it beautiful and your equal in “value”, whatever you hold as your value.   &lt;br /&gt;
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3 -  While within the Mist, you must remain calm, or joyful/gleeful - any fear, love or strong disagreement will induces what I have addressed as  “a re-ordering” or “atomizing” immunity response from The Mist.  They will attack your nueral systems, emotions and thoughts from inside of you, until you are emotionally neutralized.  Unfortunately this often results in destruction of your mental capacity.&lt;br /&gt;
&lt;br /&gt;
4 -  Carry nothing Infused/Created with Arcane Magics.  To Them it is some form of Poison.  They will “atomize” the Arcane Magics and unfortunately if you are a living entity who is “attuned” to an Arcane magical item, They will defend Themselves against the magics of the item and continue into your attunements- often causing catastrophic psionic injury or even death to the Magic items’ biological partner.   &lt;br /&gt;
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5 - Earthly Magics, and Divine Magics stemming from our native governing Gods seem to cause Them glee.&lt;br /&gt;
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PERFORMANCE MEASUREMENTS - as observed in the field.&lt;br /&gt;
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SPEED / MOVEMENT :&lt;br /&gt;
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The Mist moves at a rate of 25ft/turn or less.  If one remains calm, and carries no Arcane Magic Items you can easily walk away from Them. They are likely to have noticed you are near but will not care. &lt;br /&gt;
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They can,  “reach out”,  Their Cloud-Limbs as much as 300’  at rates of over 75’ft/turn especially in pursuit of Fear-Foods (more on this below)&lt;br /&gt;
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I am informed by Airship operators They can reach heights greater than Airships.  &lt;br /&gt;
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I am informed by a trusted Drow colleague They DO NOT continue past the first few meters of any underground entry/cave.   I believe this to be true, as they are somehow dependent on sunshine.  They are most active from late morning until dusk.  They become nearly dormant with little movement from near Midnight to Dawn, during which time They dream.&lt;br /&gt;
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Wind.  They will use the wind to travel.   Gaining 5ft of movement for every 10ft of wind.   I have from experience learned winds over 30ft “disorganize/confuse” Them.   I regularly keep prepared simple Wind Warding spells, which when used will prevent Them from organizing any attack or action for the Area of Effect.  BUT, Magical Wind Effects, while effective does tend to anger Them.   &lt;br /&gt;
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Natural wind gusts of 30ft of more also confuses/disperses Them, and they will shelter, hide or dissipate in these conditions.   &lt;br /&gt;
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DENSITY / VISIBILITY / SENSORY EFFECTS&lt;br /&gt;
&lt;br /&gt;
Once invited in, The Mist Murmuration the visibility will be 25-100’ during daylight, but less than 10’ in darkness.   The use of Godgiven or Earthbound Magical Light at night can be extremely helpful and does not awaken the Mist.   Arcane Magical Light is not recommended, having variable results. &lt;br /&gt;
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Creatures with Darkvision, such as myself can see 50-200’ in daylight and 30’ or so at night.  &lt;br /&gt;
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I am not aware of any creature with Truesight surviving entry into The Mists.  Truesight must be some form of Planar Vision and will trigger atomization from Them.&lt;br /&gt;
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Sounds are deeper, and muffled.  Having similar characteristics of a heavy fog.&lt;br /&gt;
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Psionic Effects.   This is perhaps the most difficult to understand for non psionic creatures.  Every thought and feeling, especially thought-feelings of Fear, Hate and Love in the Murmuration are  intensely, sometimes painfully, amplified.  Both to The Mist, yourself, and any other psionics nearby.   If you are a Psionic communicator it can be deafening and in extreme cases debilitating.  Once you develop a tolerance for the experience, it can also be exhilarating.  &lt;br /&gt;
&lt;br /&gt;
(Note:  I wrote an entire volume of my findings regarding psionics and The Mist:   A Field Study of Psionic Capacities, Interactions and Possible Rewiring of Nueral Capacities by R. Azurine and P. Murtizher - GPI Press)&lt;br /&gt;
&lt;br /&gt;
If you are Psionic you can develop a partnership/pairing experience with Them, and They can present you with information about movements of other creatures. I found my range of Psionic awareness in harmonic alignment with Them grows with each visit.   I often can “hear/see/aware” of mind-feelings at extremely long ranges within The Mist, though I am unable to understand what They use as a sense of direction, thus far.  After years of practice and exchanges.   Initially my experience with others Thought-Feelings was just they were incredibly LOUD and difficult, now I enjoy it in a manner similar to visiting the an Oceanside Beach with very loud breaking surf.  &lt;br /&gt;
&lt;br /&gt;
This psionic awareness of the Mist for the Mist itself I believe extends across the entire South of the Amusa.   I believe it is extremely similar to what my colleagues in the Forestry/Botany believe is true of the Fungal/Rhyzome networks which extend - and actively communicate across great expanses of forest.&lt;br /&gt;
&lt;br /&gt;
An important note.  During my last trip into the Mist, I was barely noticed by Them.  They were putting all of their awareness on an extremely large disturbance, which I am certain was a family of grouping of extremely large beings.   Something/things of massive scale.   While I could not tell in which direction these large creatures/things were - I could tell from the perspective of the Mist I was very “close” to these large entities.   But again, I don’t know if that means 1 km or 500 km. &lt;br /&gt;
&lt;br /&gt;
A final note on Senses.  You will know The Mists are Present.  You will see them and “hear” them in your mind where they make/share a constant white noise of thoughts even among the non-psionic.   The Mists can not disappear.  The Mist becoming invisible is untrue.  A myth.  They often however disperse themselves very thinly as a haze near the edges of Their Murmurations, which I believe They often do when first exploring visitors or places.  &lt;br /&gt;
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When scared, Yes, I believe the Mists can be scared of things.   When scared, they on rare occasions will “Hide”.   By Hide, they will first appear to withdraw/dissipate, leaving only a thinner/hazed remnant.  This remnant tendril haze will then attach itself to the gaps in stonework, edges of tree bark or undersides of furniture, grasses and leaves.  Perhaps to study/understand what is coming?  I am unclear and it is an area I plan to continue studying. &lt;br /&gt;
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When hiding, The MIst resembles a sheen of spilled milk or beer.   They can not hide in isolation of Their main body, nor do they can Hide for very long.  Of note, other biological creatures can feed on them when they are in their “Spilled Milk” Hiding form.  You can often detect Them when hiding, as They will attract ants, flys and other insects.   I have tasted Them in this form.  It is somewhat like a medicinal alcoholic elixir.   I find it modestly refreshing.  They have no taste nor smell while in Cloud Mist form.&lt;br /&gt;
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MIST DEFENSIVE TACTICS / MAGICS / EFFECTS / REACTIONS&lt;br /&gt;
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Again. The Mists will NEVER attack you.  They will DEFEND themselves from perceived threats.  Threats, from The Mists thinking include strong emotional states, hostile psychic states, other planar origination or arcane magical fields.  &lt;br /&gt;
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Unfortunately a large number of Non-Mist creatures regularly engage in (or just permanently are by nature) perceived by Them as a threat.  &lt;br /&gt;
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I also believe there is some truth the emotion of Fear, is somehow a food source for Them, &lt;br /&gt;
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Here is how They will react:&lt;br /&gt;
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* The Mist extracts Arcane Magic from any inert object infused with such Magic.  This process begins immediately. Even a  heavily warded and powerful item will be drained of magics within 24 hours.  Often less.   &lt;br /&gt;
* IF the object is attuned to a user, the MISTS will first enter the users psionic pathways, disconnect them, and de-atomize the magical pathways of use.   This “attack” commonly does extensive psychic damage, and in extreme cases will de-atomize all neural materials from the living entity, leaving a brainless and oddly tasteless pile of organs meats and bones.  Yes.  I have on occasion been in circumstances where consuming the remaining meats and organs of fellow explorers in the Mists has been necessary.&lt;br /&gt;
* Druidic Magics and Clerical Magics of the Gods Native to this world seem to “amuse” or even “pleasure” The Mists who emanate what I believe is a “cheering/laughing” psionic response to these earthly/godly magics&lt;br /&gt;
* Arcane Magics seem to initially work, and instant spells of Arcane Magic seem unaffected.  However, any spell requiring Arcane Concentration will quickly become treated like a magical item.  The Mists will attempt to atomize the mind of the caster, breaking the concentration quickly has - in all but one case I am aware of - ended the defensive reaction.  However They will remain alert to that Caster, and react more swiftly each time they attempt concentration spells.   When I am guiding Arcane Casters, I STRONGLY encourage them to only prepare instant and non-concentration spells.  IF they have Nature Spells, they will find they work exceedingly well and often induce cheering/applause response from Them.&lt;br /&gt;
* Planar and Patron Magics are extremely unpredictable.  They often “fail” or are reported to be “vastly underpowered”.  Though I am told they often perform normally.   I believe it must be related to the Plane or Patron from which the Magic is derived and what relationship-balance The Mist has with said Plane or Patron.    This is an area which is poorly researched.&lt;br /&gt;
&lt;br /&gt;
CREATURES FROM THE PLANES BEYOND OUR OWN.&lt;br /&gt;
&lt;br /&gt;
By public report, it is extremely dangerous for any being NOT from our plane to enter Their Murmurations.  For beings associated with the Feywild and Shadowfell it seems complicated and situational.   The Mists seemingly view them with greater scrutiny and less “patience” than natives of our plane, but the same rules do seem to apply.  But violations of Their Rules of Conduct are met with immediate and catastrophic attacks.&lt;br /&gt;
&lt;br /&gt;
I do not know of any Tiefling, nor Assimar who has survived entering the Mist.   &lt;br /&gt;
&lt;br /&gt;
My experience personally is limited to two Tiefling researchers.   I explained to them the risks and strongly discouraged them from their interests.   I will explain in some detail.&lt;br /&gt;
&lt;br /&gt;
I had given them both the opportunity to touch the mists which now cling to my frills at all times.  The Mists had refused to engage them.  Hiding in my nostrils and between my back scales.   I told them this reaction was rare, and indicated the Mists would NOT welcome them.  They insisted on going anyway.&lt;br /&gt;
&lt;br /&gt;
We travelled to a hilltop I commonly use to sit in meditation, and ask the Mists to examine and welcome visitors or guests I am bringing.  The Mists were at first very far off, and highly agitated.   The normal white noise of their psionics was disordered.  In retrospect I know understand they were angry.   &lt;br /&gt;
&lt;br /&gt;
Normally a tendril of Them will eventually come up the hill, surround us and explore the new guests.   If everyone remains calm and welcoming, we will then rise and join with the tendril  as it reenters the Mumuration.&lt;br /&gt;
&lt;br /&gt;
In this case my only memory is of a very aggressive and very fast moving Tendril flying toward us, Cannonlike.    I should have induced a Windward, but until that time I had never needed to do so on a “Welcome” Hill.  &lt;br /&gt;
&lt;br /&gt;
I was stunned by the impacts and crushed by a psionic stunning unlike any I have experienced in my adult life.   I remained in a stunned state for apx. 30 minutes.  When I recovered, The Mists were again far in the distance, still clearly angry.   My two fellow researchers were completely stripped of brains, magic and neural capacity.   I surgically removed their horns to return to their kin, and Composted them both on the Hill.&lt;br /&gt;
&lt;br /&gt;
From their composting arose two very strange - and I have since confirmed other-planar flowers.&lt;br /&gt;
&lt;br /&gt;
From my perspective my two Tiefling Fellows were solid and thoughtful beings.  Though clearly the Mists did not agree.   I have heard similar accounts of three other Tieflings and an Asimar who were not in my company.  All destroyed completely.   Some of my colleagues believe that the Tieflings simply over-reacted and failed to remain calm when the Tendril came at high speed.   This is possible, and I have guided others to the Mists who I have seen panic and were also de-atomized of the neural capacity.  But this was different.  I don’t believe They deatomized the Tieflings due to a Fear Reaction.  I think it was some form of interplanar disapproval.&lt;br /&gt;
&lt;br /&gt;
Many folk-stories of the Mists sending out armies of undead exist.  None of these are born out by facts.  In most cases the “Undead” are likely beings who reacted with Fear to the Mists. The Mists partially consumed/destroyed their neural capacity or brains in trying to remove the fear.  The resulting semi-brain-damaged individuals may be mistaken for Zombies or undead.   &lt;br /&gt;
&lt;br /&gt;
In some cases, the Creatures being expelled by the mists are likely Extra-planar visitors who may have transited into the mists from another plane entirely.   This is an effect which is currently under substantial study.&lt;br /&gt;
&lt;br /&gt;
OTHER PLANAR CONNECTIONS/SOURCE OF THE MIST&lt;br /&gt;
&lt;br /&gt;
I will preface this section by making it clear, gentle reader, that my opinions offered here are my own, and are dismissed - even jeered - by others who believe my claims speculative and even inflammatory in nature.   &lt;br /&gt;
&lt;br /&gt;
I believe the Mist exist across multiple planes of existence, and somehow can be used to transit between planes.   I also believe the Mists have been this way AND have been in place doing this since BEFORE the creation of our world.  I believe the Gods who forged our world needed some form of portal in which to bring the components and elements here for our own creation.  The Mists are associated with this Godly World-buidling Portal, or perhaps they are the remnant of that Portal.  Or the Mists remain surrounding some portion of the Portal which remains today within the Murmurations of the Mists.  &lt;br /&gt;
&lt;br /&gt;
Whether I am correct, it has been documented on some occasions that other Planar entities have emerged - often severely damaged and enraged - from the Mists.   I believe the Mists may be invaded by HUNDREDS of such extra planar monstrosities, but the Mists are only able to fully fight off a limited number.  A few battle through the Mists into our World.&lt;br /&gt;
&lt;br /&gt;
My work on the process of death and decompostion of corpses within the Mists offers some of the best documented evidence of this connection.  &lt;br /&gt;
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When a creature with other planar connection dies OR if I take the corpse remains of a creature of another plane into the region of Mists - and I then conduct the right of Decomposition upon the corpse.  The remains do not only sprout moss, molds and flowers of OUR plane, but will have at least one, and often more than one Alien / Other Planar (?) Botany Specie.  &lt;br /&gt;
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This is not true for extraplanar species who I have decomposed outside The Mist.  Nor will extraplanar botany appear when I decompose losses from our own World.&lt;br /&gt;
&lt;br /&gt;
I have confirmed this finding with the use of multiple corpses.  &lt;br /&gt;
&lt;br /&gt;
I would like again like to thank Prof. Elise Stefanik Alien Botany Specialist in the The Botany Department at GTI for  help in this area of research.   Likewise Dr. Mitch McConnell for his understanding of otherworldly and eldritch horrors.&lt;br /&gt;
&lt;br /&gt;
DIVINE NATURE/WORSHIP of THEM.&lt;br /&gt;
&lt;br /&gt;
Again, my opinion here is disputed.  However, I will note I am one of the few non-Knolls accepted by the Mists as a “resident” and as far as I know the only Psionic Druidic Acolyte of the Mists.   They have guided me on 5 major explorations and welcomed me in over a dozen minor visits to The Murmurations.  My connections to the Mists are personal, real, and possibly unique.&lt;br /&gt;
&lt;br /&gt;
The Mists, as they slip into the edges of their nightly dreams (Yes.  The Mists Dream),  They sometimes enter a strange worshipful state.  In this state, they seem to be waiting for something important to come (or re-emerge?) from The Place.   &lt;br /&gt;
&lt;br /&gt;
I do not know where The Place is, though They seem to be at times trying to tell-show me.  And I don’t know what/who will/did (?) emerge/re-emerge.&lt;br /&gt;
&lt;br /&gt;
And this experience is why I believe the Mists are experiencing existence not only here on Amusa in our Plane and in our Time, but on multiple Amusa’s - or other places not named Amusa - from other Planes and/or Times.    I recently published an admittedly poorly reviewed book attempting to translate some of my psionic exchanges about The Place with Them into the common tongue.     I will share one excerpt.   The psionic concept of Tototototo is important as it is the calm and thoughtful interface of Them.  Like a Cleric who pauses midsermon with a drawn out Amen.&lt;br /&gt;
&lt;br /&gt;
“Totototototo The Place Totototototo  To us-we, when we once then for-with Tototototo Then-Past-Now totototo Forward-back to when-if totototo.”&lt;br /&gt;
&lt;br /&gt;
I hope in coming years to deepen my understanding of the Mist.  Their exchanges. And if They Allow, to visit the Place.&lt;br /&gt;
&lt;br /&gt;
The KNOLLS and the MISTS - &lt;br /&gt;
&lt;br /&gt;
Knolls are famous for their fearless natures.  And I have found numerous Knoll Tribes with complex symbiotic relationships with Them.  They Knolls will build villages within the edges of the Mumurations, and then conduct raids from the Mists.  They will bring back living (and terrified captives) who the Mists will neurally de-atomize, feeding as the Mist does on their fears, leaving the meats and organs for the Knolls.   Any revenge party who pursues the Knolls becomes wracked by fears as it approaches the Mists.  And they are then themselves consumed.   It is a fascinating though grisly symbiosis.  From time to time whoever, something will Panic a group of Knolls, and then the Mists atomize them.  I have encouraged Arcane Spellcaster who know Fear Spells to prepare it.  Once in the Mists, it can be cast upon any attacking Knolls and the Mists will then destroy them.&lt;br /&gt;
&lt;br /&gt;
The Bounty of the Mists.&lt;br /&gt;
&lt;br /&gt;
As a final note, I want to emphasize for those who can remain at calm and peace within the Mists, it is a place of great beauty and bounty.   The Magic absorbed by the Mists is returned to the land and amazing Botanical Wonders exist.   You can find both GoodBerry Bushes, and likewise the mimicking plant BadBerry Bushes.   One Berry from a GoodBerry Bush will feed you on your visit to the Mists for a day.  One Berry from a BadBerry Bush will cause you to both Vomit and Panic, which will then feed you to the Mists.  I will work with any party planning on travelling into The Mist to make be able to identify which is which.&lt;br /&gt;
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The Mist is a fascinating but poorly understood entity, covering a huge portion of Amura.   &lt;br /&gt;
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They can be a worthy and powerful guide and allie.&lt;br /&gt;
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They can, if not treated properly be swiftly lethal.&lt;br /&gt;
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Rumours of Great Treasure&lt;br /&gt;
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For generations there has been rumours of lost fortunes and cities in the Mist.   I have thus far found no such places, though I have found complex ruins obviously built by creatures vastly larger than us. Entirely Stone.  Doorways 30’ tall etc.   My maps of this areas are available in the Tempest Company Library.   I have also found a massive Temple and Festival Center for Knolls, which I believe is used seasonally for massive “County Fair” style gatherings.   I have been to the location twice.  Once it was empty.  Once it was lightly in use by a group of Knolls who I passed through un-noticed.   &lt;br /&gt;
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I have proposed to Authorities that if the correct time of full occupation could be determined.  A huge portion of the Southern Knoll population might be exterminated in a single blow.&lt;br /&gt;
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I am personally interested in discovery more the fortune, and do hope to one day find The Place the Mists seem to believe so important.&lt;br /&gt;
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Thank you for your interest.  I am available to take questions from fellow members of the Tempest Company.    However, as I will be conducted a research journey in to a section of the Western Mist in the coming month, it may be best if my beloved Brother Otter consolidate any questions and I can answer them upon my return.&lt;br /&gt;
&lt;br /&gt;
* Respectfully.&lt;br /&gt;
* Rheinhold Azurine.  - Cartographer of Lands in the Southern Mists - Asst. Prof. Galik Polytechnical Institute.&lt;br /&gt;
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[[Category:Player Characters]]&lt;br /&gt;
[[Category:Wicked Wilds]]&lt;/div&gt;</summary>
		<author><name>Eromanoops</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Rheinhold_Azurine&amp;diff=19075</id>
		<title>Rheinhold Azurine</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Rheinhold_Azurine&amp;diff=19075"/>
		<updated>2023-03-29T21:48:05Z</updated>

		<summary type="html">&lt;p&gt;Eromanoops: Revised and Completed BackStory.  Per Exchange on Discord I have written a Tutorial of Rhienhold&amp;#039;s theories of Travel and capacity in the Mists.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rhienhold’s mother (Droween Azureine) was the only daughter of a successful family of Dragonborn.  A family of rare book and map dealers in Galek.  She is deceased.&lt;br /&gt;
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His Grandparents (Otto and Martasa Azureine) are alive and remain in business as owners/proprietors of “Azureine’s Rare Pages”.  Rhienhold’s relationship with them is difficult due to the circumstances of his mother and father’s deaths. But they love each other.  Rhienhold’s position as an Associate Professor of Cartography at Galek Geophysical Institute and numerous well received cartographic publications has brought them pride.  His adventuring in the far South, and tabloid notoriety in conducting recovery operations from the Mists in the South is viewed mostly favorably by his grandparents, but enrage his Uncle.   His mother’s younger brother Yuri - Rhienhold’s Uncle - remains unreconciled with Rhienhold over the death of this sister.  Rhienhold carefully schedules his frequent visits with Otto and Martasa when Yuri will be out.   His mother, and family are Draconic’s of mixed Silver and Blue Heritage.&lt;br /&gt;
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Rhienhold’s father was “Ezrin Shiplost”.  An Emerald Draconic. He came to Galek as a recent immigrant.  A complicated and mostly unwelcome Dragonborn.  Ezrin’s various troubles in his life prior to Galek are vague, he would simply say:  “I was a soldier in a troubled place and time.” He claimed he wished to seek a quiet life, but that was likely just a lie.  A quiet life certainly eluded him.  An extremely powerful and gifted psionic, Ezrin worked with various Gamblers and Fixers on games of chance, and unsavory blackmailers seeking dirt, he used his psionic skills to offer advantages to his employers.   After Droween’s Murder and his death - possibly by suicide, some local authorities came to believe Ezrin not just an opportunist and hussler, but may have been the noted war criminal and torturer Ezmeck the Breaker, famed and feared for his use of psionics to destroy wills and seduce young draconic women&lt;br /&gt;
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Rhienhold was conceived from “A fine Romp. A tryst of wanton fun, and I have no regrets” as his mother would confided to friends.  Ezrin used his psionic skills, and a few drops from a potion of unbounded passions, to convert the poetry-devotee and bookish Droween into “An unbounded love beast, if only for a week.”&lt;br /&gt;
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Rhienhold, like many Gem Dragons was born almost transparent, and even before he was born was able to enter his mother’s mind and communicate with her directly, clearly and lovingly.   &lt;br /&gt;
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They were extremely close.  She recited Poetry to him, in his mind throughout his youth.  Which was, perhaps, an error on his part.   He grew up so deeply preferencing psionic bonds over all others.&lt;br /&gt;
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So, among his eloquent, witty, bookish, always discursive and laughing Azureine family, Rhienhold was silent. Reserved.  Even taciturn.  An extremely gifted student, he preferred the written word to the spoken word, and maps and illustration over both- and he preferred direct psionic mental exchanges over speaking. He proved to be uniquely gifted in corrective cartography, taking the rough drawn maps of explorers, and redrawing them while looking into the minds, using his ability to riffle the images of their minds to record better and more accurately maps of where they had been and what they had seen and done.&lt;br /&gt;
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He became sought after and respected for his ability to gently extract experiential, locations, events and relevant information from the insane, criminal witnesses and even survivors of madness induced by exposures to the Southern Mists.   &lt;br /&gt;
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And the Mists fascinated him.   The Mists became first a fascination.  Then an obsession.  Today of course, they are his life.   He published his first thin volume examining the Mists based on his theory they are a poorly understood form of living creature, akin to a colony of molds, with rhizomes, fruiting bodies and he believed the ability to enter into congnitive minds and re-organize the ganglia and neurons - turning previously “normal” creatures into hosts conducting tasks for the living Southern Mists. &lt;br /&gt;
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At just 11 years old (Draconic’s do mature quickly) he was invited to collaborate on research exploring his theories with several leading scholars and was eventually invited to take a teaching position and the Galek Geophysical Institute. Today, when in Galek he lectures on Cartography and contributes to research on the effects of exposures to the Southern Mists, though much of his time is spent at the Edges of the Mists in the far south.&lt;br /&gt;
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It might have been a happy and adventurous life.  But for his father.  &lt;br /&gt;
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Just as Rhienhold’s skills and world view were expanding, he became personally obsessed with finding his father.  His mother and family made it clear his father was “very much a Wandering Dragon” He had made no effort to contact his mother, nor him, ever, though Rhienhold was certain this was because his father, likely didn’t know Rhienhold even existed.  &lt;br /&gt;
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While his mother slept, Rhienhold used his growing skills to riffle deeply through her dreams and memories.  Eventually finding his father’s name, seeing his features, demeanor - and to be fair - seeing more details about his parents brief affair than any twelve year old should see.  But, he was well versed in poetry. Including some of the more carnal in nature.&lt;br /&gt;
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Over the next few months Rhienhold used his spare time to conduct an ever widening search for his father.  He eventually found a mobster and gambler who knew “Ezrin” (who now was going by the names “Enright” and “Exarcos”) very well.  The Mobster was also looking for Rhienhold’s father.   “Exarcos” owed The Boltward Syndicate a considerable amount of money.   &lt;br /&gt;
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The details of the story at this point are unclear.  These points are known.&lt;br /&gt;
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Rhienhold tracked down his father.  &lt;br /&gt;
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His father refused to believe Rhienhold was his son.&lt;br /&gt;
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Rhienhold tried to use his Psyonics to prove it was true.&lt;br /&gt;
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His father viewed this an attack, and used his considerable skills to overpower Rhienhold and confirm he was working with The Boltward Syndicate to find him. &lt;br /&gt;
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His father nearly killed his son.  He would have killed him, but the very same Boltward Syndicate had followed Rhienhard - and moved in to kill or capture Ezrin/Exarcos, but he escaped.&lt;br /&gt;
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Rhienhold, gravely wounded, physically and psyonically was dumped by the Syndicate at a local infirmary.  He survived.   But his mental recovery, if in fact he has recovered, took weeks, and for many days his mother and family were in panic - unable to find him.  They did.  And worked to bring him back to health.   He was unable or unwilling to speak for months.  Communicating only psionically.&lt;br /&gt;
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Over Rhienhold’s objections and warnings the Azureine Family worked with the authorities.  They wanted justice.  But justice didn’t find them.   Ezrin/Exarcos did.  &lt;br /&gt;
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He came intending just to kill Rhienhold. Rhienhold knew his psyonic print too well, he had found Ezrin once, and would be able to find him again.  &lt;br /&gt;
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But as the fates would have it, Ezrin arrived on a night the family was hosting a weekly poetry reading and salon.  For War Veterans. &lt;br /&gt;
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The resulting Melee was horrific.  Two of the Veterans/Poets and the beloved by all Droween were killed.   Rhienhold was gravely wounded - again.   His grandfather suffered two broken legs, and a complete broken heart. It was months of recovery before he could walk.  And years before he could read poetry again.   He still breaks down in tears at her memory.&lt;br /&gt;
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Ezrin/Exarcos was found dead, three days later in Booklover’s Square.   Having obviously fallen from a great height.  Some speculate friends of the dead veterans killed him.  Others believe he tried to use his spectral wings to flee his warrant for murder.  He was already wounded from the battle, and was never very good at using them.  &lt;br /&gt;
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The death was ruled a suicide, which was the preferred choice by the Oligarch Authorities for such deaths, as their corporate interests can then minimize any benefit payments which might result from insurance or liability claims.   &lt;br /&gt;
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Rhienhold, blamed himself.   &lt;br /&gt;
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For all of it.  &lt;br /&gt;
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For his mother’s death.   &lt;br /&gt;
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For his father’s death.  &lt;br /&gt;
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His poet friends’ deaths.  &lt;br /&gt;
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His grandfather’s horrific injuries.&lt;br /&gt;
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His failure was complete.&lt;br /&gt;
&lt;br /&gt;
He dragged himself forward as best he could.   Never sleeping.  Never speaking.  Barely eating.  He developed the compensating horrific habit of chewing on his own fingers.  He began to chew them so often they began to rot.  His habit progressed from obsession to self-mutilation. His entire left hand became a mass of blood, scabs, puss and rot which he chewed and licked without ceasing.   He would wander the city at night, gnawing himself to death.  &lt;br /&gt;
&lt;br /&gt;
His Uncle and Grandmother fought.  His Uncle demanding he be expelled from the family. He was a bastard.  He was cursed.  He was mentally dangerous.  He had killed his mother.  His Grandmother steadfast in his defense, though at this time, still wheelchair bound.  Rhienhold said nothing.  He could hear all their thoughts.  And he saw, deeply and truly, his Uncle was now Broken too.  And that was Rhienhold’s fault as well.&lt;br /&gt;
&lt;br /&gt;
Rheinhold had resolved to kill himself.   He understood he was doing is slowly.  He decided to get it done. &lt;br /&gt;
&lt;br /&gt;
He gathered his notes and journals from so many unfinished interviews with survivors of the South Mists.  He took them to the University, he planned to leave them, there, and throw himself from the Tower of Seeing.  &lt;br /&gt;
&lt;br /&gt;
But on that day at the University he had visitors.  &lt;br /&gt;
&lt;br /&gt;
Lyowyn Mossbringer, the extraordinary FeyWild’s Druid of Dreams.  Her partner [[Lucinda Grimfold]] - one of the greatest warriors of the age, and [[Cookie|Cookie the Otter]], accomplished thinker and adjuration master.  They were standing in his office doorway.  Staring at him.&lt;br /&gt;
&lt;br /&gt;
Cookie had read his monograph first.  Made the others read it as well.  They had discussed it at length in his recently published work.   Cookie the Otter had convinced Lyowyn they just had to go meet this Psionic Dragonborn - who he believed was right.  And if he was right, Rhienhold might be able to help them.&lt;br /&gt;
&lt;br /&gt;
The three famous and powerful citizens stared at the young, and very broken Dragonborn.  They stared at him as he chewed on his own fingers and lapped at his own blood and puss.&lt;br /&gt;
&lt;br /&gt;
Lyowyn charmed him and made him tell her everything.  &lt;br /&gt;
&lt;br /&gt;
Lucinda had heard about the horrible incidents. One of the dead warrior poets had once served with her. &lt;br /&gt;
&lt;br /&gt;
Cookie placed a warding on Rheinhold’s own hands which made them taste so horrific to himself, that to this day he can not pick up a piece of toast without smearing it with distaste.   He developed the habit of eating everything with the tip of a tiny knife.&lt;br /&gt;
&lt;br /&gt;
They took him back to their home.   Lucinda called on the family at Azurine’s Rare Pages and assured them Rhienhard was unharmed, but very unwell.   His Uncle was the only one there, and was, as he often is, unpleasant.  Telling them “My Nephew is Born of Rot, Has Brought Rot to our Home, and May he Chew himself apart and Rot FOREVER!”&lt;br /&gt;
&lt;br /&gt;
Lyowyn cast spells to make Rhienhold sleep.  He had not slept in weeks.   He went under into a deep land of dreams and stayed there for a very long time.   Cookie served as his nursemaid, and became fascinated and very fatherly toward this strange young Dragonborn, who - had never had a father, and just like Cookie himself - had clearly suffered irreparable family trauma.   They were two children who had both witnessed the killing of their Mothers.   &lt;br /&gt;
&lt;br /&gt;
In a sense Cookie and Rhienhold are brothers. From the sad and lonely brotherhood of creatures who witnessed their own orphaning.  &lt;br /&gt;
&lt;br /&gt;
Cookie believed Lyowyn should take Rhienhold as a student.  But Lyowyn said no. She was certain no Dragonborn would ever be a worthy Druid in the Feywild Dream traditions.  It just wasn’t possible.   Lucinda ruled out making him into a warrior.    While many Dragonborn were in the ranks of the loyal orders, Rhienhard was very small and slight for a dragonborn, and obviously not well suited to mentally coping with Carnage.&lt;br /&gt;
&lt;br /&gt;
But all three of the life-friends agreed there had to be a place for someone so young, and clearly gifted in strange ways.&lt;br /&gt;
&lt;br /&gt;
And then something, Otter believes the Southern Mists themselves, intervened.   While entering his third day of sleeping, his gnawed left hand became scabbed over completely, but for a strange and rising black node.  The node rose for hours.   Otter watched it, certain it was important and confident his adjurations would protect the sleeping boy.  And then the Node became a Boil.  The Boil developed a whitehead.  The whitehead ruptured and from the rupture came Mist.  Tendrils of Mist.   Otter called his life friends to watch.  And they watched as the Mists writhed like snakes up the young Draconic’s arms, around his neck and then slid, every so slowly and gently into his sleeping mouth and nose.   Each inhale he drew in more.  Until like ants marching from a hill to a feeding source the black boil eased and shrank and withdrew.  &lt;br /&gt;
&lt;br /&gt;
It happened in less than a minute.  From Rupture to Inhalation to Easing.  The three of them watched entranced.   &lt;br /&gt;
&lt;br /&gt;
And then Rhienhold awoke, his eyes were no longer a clear white but a fawn brown.  The color of an earthy color of fungus.  And as they watched his scales and frills darkened from their nearly clear and pale whitish color to a earthy fawn.  And to no ones surprise the scabs on his left hand fell away.  And clean brown draconic scales, laces with fascinating patterns which looked like spore prints of frilled and gilled mushrooms, or swirling grey patterns of Mist.  These patterns at first covered each plate of his chewed hand from which the Boil of Mists emerged.&lt;br /&gt;
&lt;br /&gt;
Over the next few months this unique partnering spread to cover his entire body.  His plates and scales are like no other Dragonborn.  Though he remains an Emerald Dragonborn in his heart and mind, on his surface his appears like a Maori, with intricate tiny prints in dark browns and blacks overlayed on a background of fawn.   His head frills end in clear tips which often emanate slight clouds of mist.  The mist often plays about his head.   &lt;br /&gt;
&lt;br /&gt;
And he was obsessed with being with the mists.  Of mapping the mists.  Of serving to help the mists be understood, and welcomed, and free.   &lt;br /&gt;
&lt;br /&gt;
“They are here to preserve us.  Preserve the true cycle of us.  Preserve the balance for us.  Bring us Treasures.  Take away the surplus when we have excess.   Provide us with surprise when we are wanting.”&lt;br /&gt;
&lt;br /&gt;
And over the next three months the three friends helped prepare him as best they could.   Lucinda gave him basic martial training. Lyowyn as best she could shared with him traditions of DruidCraft, though it was clear he love Feywild Life and his obsession with Spores, Rot and Cycles were vastly different.  And Cookie the Otter and Rhiehold became, quite simply, brothers.  &lt;br /&gt;
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Helping each other understand themselves, more than providing anything more practical and compelling.&lt;br /&gt;
&lt;br /&gt;
Rhienhold resumed his work with the University.  Resume his work interviewing an psyonically entering those who had survived encounters with the Mists.   And after a year, with little fanfare and almost no support he told his University colleagues, his found friends, his brother Otter and his beloved Grandparents he would simply have to leave them now, and travel as far south as can be traveled.   &lt;br /&gt;
&lt;br /&gt;
He was certain the Southern Mists were not, in themselves evil.  No more than a fungus that consumes a fallen tree is evil.  No more than the bacteria that infects a wound is evil.  The Southern Mists are a living creature with needs, and perhaps wants and ideas.   &lt;br /&gt;
&lt;br /&gt;
Nearly 6 years have passed.   Rhienhold is, without anyone being able to argue the most accomplished cartographer and studier of the edges of the Southern Mists.  He maintains frequent and robust correspondence with Cookie the Otter, and they consider each other true brothers, though they have not seen each other in many years.   &lt;br /&gt;
&lt;br /&gt;
Living at the edge of the mists has made Rhienhold even more suspect of any spoken communication.  Though he has developed a strange affinity for Knolls, and their gross barking language. Knolls, somehow have developed a symbiotic relationship with Mists.  And so, for that matter has Rhienhold.   He can enter them for days at a time, understands them and brings them feedings and offerings.  They likewise will allow him to recover the lost belongings and artifacts of those they Mists have welcomed home to their cycles.&lt;br /&gt;
&lt;br /&gt;
To the villages in the south Rhienhold has become a strange and legendary figure.   A true folk hero.  When loved ones are lost to the Mists, mentally or physically, Rhienhold is called to do what he can to re-unite them.  Or recover what is left.   And he does so.   &lt;br /&gt;
&lt;br /&gt;
Rhienhold continues to publish detailed monographs, maps and his “findings” about the Mists.  But they have become increasingly confusing works.  Some even describe them as “insane ramblings of lunatic with a Mist Rotted Mind.”   Rhienhold points out that it is very very difficult to translate the psyonic connected exchanges between a Draconic of Mixed Heritage and a Continent Spanning Airborne Super Fungus.   &lt;br /&gt;
&lt;br /&gt;
“I don’t really have any words to capture the thought process of the Mists.  But the Mists do think.  In a sense.  Or perhaps it’s better to just say that they experience what is happening, both in the past and present, both here and in other places and planes, at all times, all at once. I do my best to stay at peace an in the good graces of HIM.   HE needs me for somethings, but I can not really understand what.  Yet.  But he may also just be waiting for the right moment to absorb me.   Which if fine too.   It has been a free ride.  I paid nothing to get on the ride.  I will be charged nothing to leave.   And I am enjoying our blasto-vations/conversations in the between time-spaces, It-We are fine/not fine with the confusion others have with out relationships.   It/they/we are  complicated.”&lt;br /&gt;
&lt;br /&gt;
While his writings have become increasingly difficult for anyone to understand, his cartographic work and maps of the Misted South are much in demand and without equal.&lt;br /&gt;
&lt;br /&gt;
Cookie the Otter of course insisted he become a member of the Company, and personally requested I write a Practicum for first time travellors into The Mist.   It is attached below and available by folio at the Tempest Company Library.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Southern Mist&lt;br /&gt;
&lt;br /&gt;
A Practicum. Best Practices and Guidance.  V2.1.3&lt;br /&gt;
&lt;br /&gt;
Including personal observations and illustrative occurrences.&lt;br /&gt;
&lt;br /&gt;
By Rhienhold Azurine&lt;br /&gt;
&lt;br /&gt;
Asst. Prof. of Cartography&lt;br /&gt;
&lt;br /&gt;
Galek Polytechnical Institute (GPI)&lt;br /&gt;
&lt;br /&gt;
Requested Revision by:&lt;br /&gt;
&lt;br /&gt;
The Tempest Expeditionary Company&lt;br /&gt;
&lt;br /&gt;
The Southern Mist is located across the southern reaches of Amura including on nearshore southern seas.&lt;br /&gt;
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In rare instances, The Mist will travel into the mid-continent, though it is notably less vigorous at it transits further to the North.  &lt;br /&gt;
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The Mist is not a meteorological nor, strictly speaking, a magical feature of the region.   The Mist is a living being.  Though it’s nature, origins and purpose remains an important and ongoing area of study.  &lt;br /&gt;
&lt;br /&gt;
In any encounter with The Mist, adventurers should think of, and when possible address the Mist as a singular form.  It prefers in psionic exchange the pronouns Them/They, and if you have encountered Them in the past, even on the opposite side of the continent, They will recognize you and have an opinion based on your past interactions.  As is well documented, The Mist is a highly psionic, but extremely low intelligence (as we understand intelligence) entity.   They are best thought of - and dealt with - as a geographically massive, pluralistic, living megaswarm organism.  My own research, and to be blunt my life experience, points to The Mist being a massive, immortal, airborne fungus.&lt;br /&gt;
&lt;br /&gt;
This author, has a decade of often-symbiotic life with Them and a decent working relationship.  I have worked with numerous newcomers to best understand The Mist, and the majority of my students have survived interactions with Them.   &lt;br /&gt;
&lt;br /&gt;
To begin you understanding, please mentally envision a continent scale murmuration of mobile, active fungal spores.       &lt;br /&gt;
&lt;br /&gt;
I would like to acknowledge my colleagues in the Ornithology Department of GPI for permission to share this brief example of bird murmurations including illustrative entity/predator interactions:   &amp;lt;nowiki&amp;gt;https://www.youtube.com/watch?v=V-mCuFYfJdI&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
OVERVIEW of THE MIST - The nature of it, and it’s Mumurations.&lt;br /&gt;
&lt;br /&gt;
They (The Mist) are not good, nor evil. Nor are They any alignment as we understand it. The Mist does hold opinions, dreams, has a sense of self preservation, a fungal understanding of “transactions” when transforming between life+death. of macabre humour and a sense something like divine awe.   They have no any conception of our ideas of Justice, nor would find any purpose in it.  &lt;br /&gt;
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As a Psionic I have often linked/bonded/exchanged with Them.  They have no opinions, nor even thoughts per se, of our civilization, nor politics.  But they do have an omniscient awareness of what occurs within Their Body/Murmurations.  They can be hyper aware of all movements within Themselves and will become highly agitated by specific emotional and magical conditions which I discuss below.  &lt;br /&gt;
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Please set aside any mythical or previous ideas you have about The Mist.  Properly prepared, it iis very possible to coexist and explore within The Mist Body/Murmuration provided you do nothing which provokes it’s Immunilogical/Destructive to Minds reactions.  You should consider The Mist’s reactions to you, as similar to our own bodies Immunological reaction to an invading poison or pathogen.    &lt;br /&gt;
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My key points for exploring within The Mist safely:  I cover all these point in detail below.&lt;br /&gt;
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1 -  I believe you must be a native to this world to safely enter Them.&lt;br /&gt;
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2 -  You must be patient.  You must invite/welcome Them to enjoy your body/mind/company, and wait until they reciprocate without expressing any fear, nor love.  Nor any strong emotion.  You must calmly and fairly face The Mist and mentally consider it beautiful and your equal in “value”, whatever you hold as your value.   &lt;br /&gt;
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3 -  While within the Mist, you must remain calm, or joyful/gleeful - any fear, love or strong disagreement will induces what I have addressed as  “a re-ordering” or “atomizing” immunity response from The Mist.  They will attack your nueral systems, emotions and thoughts from inside of you, until you are emotionally neutralized.  Unfortunately this often results in destruction of your mental capacity.&lt;br /&gt;
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4 -  Carry nothing Infused/Created with Arcane Magics.  To Them it is some form of Poison.  They will “atomize” the Arcane Magics and unfortunately if you are a living entity who is “attuned” to an Arcane magical item, They will defend Themselves against the magics of the item and continue into your attunements- often causing catastrophic psionic injury or even death to the Magic items’ biological partner.   &lt;br /&gt;
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5 - Earthly Magics, and Divine Magics stemming from our native governing Gods seem to cause Them glee.&lt;br /&gt;
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PERFORMANCE MEASUREMENTS - as observed in the field.&lt;br /&gt;
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SPEED / MOVEMENT :&lt;br /&gt;
&lt;br /&gt;
The Mist moves at a rate of 25ft/turn or less.  If one remains calm, and carries no Arcane Magic Items you can easily walk away from Them. They are likely to have noticed you are near but will not care. &lt;br /&gt;
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They can,  “reach out”,  Their Cloud-Limbs as much as 300’  at rates of over 75’ft/turn especially in pursuit of Fear-Foods (more on this below)&lt;br /&gt;
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I am informed by Airship operators They can reach heights greater than Airships.  &lt;br /&gt;
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I am informed by a trusted Drow colleague They DO NOT continue past the first few meters of any underground entry/cave.   I believe this to be true, as they are somehow dependent on sunshine.  They are most active from late morning until dusk.  They become nearly dormant with little movement from near Midnight to Dawn, during which time They dream.&lt;br /&gt;
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Wind.  They will use the wind to travel.   Gaining 5ft of movement for every 10ft of wind.   I have from experience learned winds over 30ft “disorganize/confuse” Them.   I regularly keep prepared simple Wind Warding spells, which when used will prevent Them from organizing any attack or action for the Area of Effect.  BUT, Magical Wind Effects, while effective does tend to anger Them.   &lt;br /&gt;
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Natural wind gusts of 30ft of more also confuses/disperses Them, and they will shelter, hide or dissipate in these conditions.   &lt;br /&gt;
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DENSITY / VISIBILITY / SENSORY EFFECTS&lt;br /&gt;
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Once invited in, The Mist Murmuration the visibility will be 25-100’ during daylight, but less than 10’ in darkness.   The use of Godgiven or Earthbound Magical Light at night can be extremely helpful and does not awaken the Mist.   Arcane Magical Light is not recommended, having variable results. &lt;br /&gt;
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Creatures with Darkvision, such as myself can see 50-200’ in daylight and 30’ or so at night.  &lt;br /&gt;
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I am not aware of any creature with Truesight surviving entry into The Mists.  Truesight must be some form of Planar Vision and will trigger atomization from Them.&lt;br /&gt;
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Sounds are deeper, and muffled.  Having similar characteristics of a heavy fog.&lt;br /&gt;
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Psionic Effects.   This is perhaps the most difficult to understand for non psionic creatures.  Every thought and feeling, especially thought-feelings of Fear, Hate and Love in the Murmuration are  intensely, sometimes painfully, amplified.  Both to The Mist, yourself, and any other psionics nearby.   If you are a Psionic communicator it can be deafening and in extreme cases debilitating.  Once you develop a tolerance for the experience, it can also be exhilarating.  &lt;br /&gt;
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(Note:  I wrote an entire volume of my findings regarding psionics and The Mist:   A Field Study of Psionic Capacities, Interactions and Possible Rewiring of Nueral Capacities by R. Azurine and P. Murtizher - GPI Press)&lt;br /&gt;
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If you are Psionic you can develop a partnership/pairing experience with Them, and They can present you with information about movements of other creatures. I found my range of Psionic awareness in harmonic alignment with Them grows with each visit.   I often can “hear/see/aware” of mind-feelings at extremely long ranges within The Mist, though I am unable to understand what They use as a sense of direction, thus far.  After years of practice and exchanges.   Initially my experience with others Thought-Feelings was just they were incredibly LOUD and difficult, now I enjoy it in a manner similar to visiting the an Oceanside Beach with very loud breaking surf.  &lt;br /&gt;
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This psionic awareness of the Mist for the Mist itself I believe extends across the entire South of the Amusa.   I believe it is extremely similar to what my colleagues in the Forestry/Botany believe is true of the Fungal/Rhyzome networks which extend - and actively communicate across great expanses of forest.&lt;br /&gt;
&lt;br /&gt;
An important note.  During my last trip into the Mist, I was barely noticed by Them.  They were putting all of their awareness on an extremely large disturbance, which I am certain was a family of grouping of extremely large beings.   Something/things of massive scale.   While I could not tell in which direction these large creatures/things were - I could tell from the perspective of the Mist I was very “close” to these large entities.   But again, I don’t know if that means 1 km or 500 km. &lt;br /&gt;
&lt;br /&gt;
A final note on Senses.  You will know The Mists are Present.  You will see them and “hear” them in your mind where they make/share a constant white noise of thoughts even among the non-psionic.   The Mists can not disappear.  The Mist becoming invisible is untrue.  A myth.  They often however disperse themselves very thinly as a haze near the edges of Their Murmurations, which I believe They often do when first exploring visitors or places.  &lt;br /&gt;
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When scared, Yes, I believe the Mists can be scared of things.   When scared, they on rare occasions will “Hide”.   By Hide, they will first appear to withdraw/dissipate, leaving only a thinner/hazed remnant.  This remnant tendril haze will then attach itself to the gaps in stonework, edges of tree bark or undersides of furniture, grasses and leaves.  Perhaps to study/understand what is coming?  I am unclear and it is an area I plan to continue studying. &lt;br /&gt;
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When hiding, The MIst resembles a sheen of spilled milk or beer.   They can not hide in isolation of Their main body, nor do they can Hide for very long.  Of note, other biological creatures can feed on them when they are in their “Spilled Milk” Hiding form.  You can often detect Them when hiding, as They will attract ants, flys and other insects.   I have tasted Them in this form.  It is somewhat like a medicinal alcoholic elixir.   I find it modestly refreshing.  They have no taste nor smell while in Cloud Mist form.&lt;br /&gt;
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MIST DEFENSIVE TACTICS / MAGICS / EFFECTS / REACTIONS&lt;br /&gt;
&lt;br /&gt;
Again. The Mists will NEVER attack you.  They will DEFEND themselves from perceived threats.  Threats, from The Mists thinking include strong emotional states, hostile psychic states, other planar origination or arcane magical fields.  &lt;br /&gt;
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Unfortunately a large number of Non-Mist creatures regularly engage in (or just permanently are by nature) perceived by Them as a threat.  &lt;br /&gt;
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I also believe there is some truth the emotion of Fear, is somehow a food source for Them, &lt;br /&gt;
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Here is how They will react:&lt;br /&gt;
&lt;br /&gt;
* The Mist extracts Arcane Magic from any inert object infused with such Magic.  This process begins immediately. Even a  heavily warded and powerful item will be drained of magics within 24 hours.  Often less.   &lt;br /&gt;
* IF the object is attuned to a user, the MISTS will first enter the users psionic pathways, disconnect them, and de-atomize the magical pathways of use.   This “attack” commonly does extensive psychic damage, and in extreme cases will de-atomize all neural materials from the living entity, leaving a brainless and oddly tasteless pile of organs meats and bones.  Yes.  I have on occasion been in circumstances where consuming the remaining meats and organs of fellow explorers in the Mists has been necessary.&lt;br /&gt;
* Druidic Magics and Clerical Magics of the Gods Native to this world seem to “amuse” or even “pleasure” The Mists who emanate what I believe is a “cheering/laughing” psionic response to these earthly/godly magics&lt;br /&gt;
* Arcane Magics seem to initially work, and instant spells of Arcane Magic seem unaffected.  However, any spell requiring Arcane Concentration will quickly become treated like a magical item.  The Mists will attempt to atomize the mind of the caster, breaking the concentration quickly has - in all but one case I am aware of - ended the defensive reaction.  However They will remain alert to that Caster, and react more swiftly each time they attempt concentration spells.   When I am guiding Arcane Casters, I STRONGLY encourage them to only prepare instant and non-concentration spells.  IF they have Nature Spells, they will find they work exceedingly well and often induce cheering/applause response from Them.&lt;br /&gt;
* Planar and Patron Magics are extremely unpredictable.  They often “fail” or are reported to be “vastly underpowered”.  Though I am told they often perform normally.   I believe it must be related to the Plane or Patron from which the Magic is derived and what relationship-balance The Mist has with said Plane or Patron.    This is an area which is poorly researched.&lt;br /&gt;
&lt;br /&gt;
CREATURES FROM THE PLANES BEYOND OUR OWN.&lt;br /&gt;
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By public report, it is extremely dangerous for any being NOT from our plane to enter Their Murmurations.  For beings associated with the Feywild and Shadowfell it seems complicated and situational.   The Mists seemingly view them with greater scrutiny and less “patience” than natives of our plane, but the same rules do seem to apply.  But violations of Their Rules of Conduct are met with immediate and catastrophic attacks.&lt;br /&gt;
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I do not know of any Tiefling, nor Assimar who has survived entering the Mist.   &lt;br /&gt;
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My experience personally is limited to two Tiefling researchers.   I explained to them the risks and strongly discouraged them from their interests.   I will explain in some detail.&lt;br /&gt;
&lt;br /&gt;
I had given them both the opportunity to touch the mists which now cling to my frills at all times.  The Mists had refused to engage them.  Hiding in my nostrils and between my back scales.   I told them this reaction was rare, and indicated the Mists would NOT welcome them.  They insisted on going anyway.&lt;br /&gt;
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We travelled to a hilltop I commonly use to sit in meditation, and ask the Mists to examine and welcome visitors or guests I am bringing.  The Mists were at first very far off, and highly agitated.   The normal white noise of their psionics was disordered.  In retrospect I know understand they were angry.   &lt;br /&gt;
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Normally a tendril of Them will eventually come up the hill, surround us and explore the new guests.   If everyone remains calm and welcoming, we will then rise and join with the tendril  as it reenters the Mumuration.&lt;br /&gt;
&lt;br /&gt;
In this case my only memory is of a very aggressive and very fast moving Tendril flying toward us, Cannonlike.    I should have induced a Windward, but until that time I had never needed to do so on a “Welcome” Hill.  &lt;br /&gt;
&lt;br /&gt;
I was stunned by the impacts and crushed by a psionic stunning unlike any I have experienced in my adult life.   I remained in a stunned state for apx. 30 minutes.  When I recovered, The Mists were again far in the distance, still clearly angry.   My two fellow researchers were completely stripped of brains, magic and neural capacity.   I surgically removed their horns to return to their kin, and Composted them both on the Hill.&lt;br /&gt;
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From their composting arose two very strange - and I have since confirmed other-planar flowers.&lt;br /&gt;
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From my perspective my two Tiefling Fellows were solid and thoughtful beings.  Though clearly the Mists did not agree.   I have heard similar accounts of three other Tieflings and an Asimar who were not in my company.  All destroyed completely.   Some of my colleagues believe that the Tieflings simply over-reacted and failed to remain calm when the Tendril came at high speed.   This is possible, and I have guided others to the Mists who I have seen panic and were also de-atomized of the neural capacity.  But this was different.  I don’t believe They deatomized the Tieflings due to a Fear Reaction.  I think it was some form of interplanar disapproval.&lt;br /&gt;
&lt;br /&gt;
Many folk-stories of the Mists sending out armies of undead exist.  None of these are born out by facts.  In most cases the “Undead” are likely beings who reacted with Fear to the Mists. The Mists partially consumed/destroyed their neural capacity or brains in trying to remove the fear.  The resulting semi-brain-damaged individuals may be mistaken for Zombies or undead.   &lt;br /&gt;
&lt;br /&gt;
In some cases, the Creatures being expelled by the mists are likely Extra-planar visitors who may have transited into the mists from another plane entirely.   This is an effect which is currently under substantial study.&lt;br /&gt;
&lt;br /&gt;
OTHER PLANAR CONNECTIONS/SOURCE OF THE MIST&lt;br /&gt;
&lt;br /&gt;
I will preface this section by making it clear, gentle reader, that my opinions offered here are my own, and are dismissed - even jeered - by others who believe my claims speculative and even inflammatory in nature.   &lt;br /&gt;
&lt;br /&gt;
I believe the Mist exist across multiple planes of existence, and somehow can be used to transit between planes.   I also believe the Mists have been this way AND have been in place doing this since BEFORE the creation of our world.  I believe the Gods who forged our world needed some form of portal in which to bring the components and elements here for our own creation.  The Mists are associated with this Godly World-buidling Portal, or perhaps they are the remnant of that Portal.  Or the Mists remain surrounding some portion of the Portal which remains today within the Murmurations of the Mists.  &lt;br /&gt;
&lt;br /&gt;
Whether I am correct, it has been documented on some occasions that other Planar entities have emerged - often severely damaged and enraged - from the Mists.   I believe the Mists may be invaded by HUNDREDS of such extra planar monstrosities, but the Mists are only able to fully fight off a limited number.  A few battle through the Mists into our World.&lt;br /&gt;
&lt;br /&gt;
My work on the process of death and decompostion of corpses within the Mists offers some of the best documented evidence of this connection.  &lt;br /&gt;
&lt;br /&gt;
When a creature with other planar connection dies OR if I take the corpse remains of a creature of another plane into the region of Mists - and I then conduct the right of Decomposition upon the corpse.  The remains do not only sprout moss, molds and flowers of OUR plane, but will have at least one, and often more than one Alien / Other Planar (?) Botany Specie.  &lt;br /&gt;
&lt;br /&gt;
This is not true for extraplanar species who I have decomposed outside The Mist.  Nor will extraplanar botany appear when I decompose losses from our own World.&lt;br /&gt;
&lt;br /&gt;
I have confirmed this finding with the use of multiple corpses.  &lt;br /&gt;
&lt;br /&gt;
I would like again like to thank Prof. Elise Stefanik Alien Botany Specialist in the The Botany Department at GTI for  help in this area of research.   Likewise Dr. Mitch McConnell for his understanding of otherworldly and eldritch horrors.&lt;br /&gt;
&lt;br /&gt;
DIVINE NATURE/WORSHIP of THEM.&lt;br /&gt;
&lt;br /&gt;
Again, my opinion here is disputed.  However, I will note I am one of the few non-Knolls accepted by the Mists as a “resident” and as far as I know the only Psionic Druidic Acolyte of the Mists.   They have guided me on 5 major explorations and welcomed me in over a dozen minor visits to The Murmurations.  My connections to the Mists are personal, real, and possibly unique.&lt;br /&gt;
&lt;br /&gt;
The Mists, as they slip into the edges of their nightly dreams (Yes.  The Mists Dream),  They sometimes enter a strange worshipful state.  In this state, they seem to be waiting for something important to come (or re-emerge?) from The Place.   &lt;br /&gt;
&lt;br /&gt;
I do not know where The Place is, though They seem to be at times trying to tell-show me.  And I don’t know what/who will/did (?) emerge/re-emerge.&lt;br /&gt;
&lt;br /&gt;
And this experience is why I believe the Mists are experiencing existence not only here on Amusa in our Plane and in our Time, but on multiple Amusa’s - or other places not named Amusa - from other Planes and/or Times.    I recently published an admittedly poorly reviewed book attempting to translate some of my psionic exchanges about The Place with Them into the common tongue.     I will share one excerpt.   The psionic concept of Tototototo is important as it is the calm and thoughtful interface of Them.  Like a Cleric who pauses midsermon with a drawn out Amen.&lt;br /&gt;
&lt;br /&gt;
“Totototototo The Place Totototototo  To us-we, when we once then for-with Tototototo Then-Past-Now totototo Forward-back to when-if totototo.”&lt;br /&gt;
&lt;br /&gt;
I hope in coming years to deepen my understanding of the Mist.  Their exchanges. And if They Allow, to visit the Place.&lt;br /&gt;
&lt;br /&gt;
The KNOLLS and the MISTS - &lt;br /&gt;
&lt;br /&gt;
Knolls are famous for their fearless natures.  And I have found numerous Knoll Tribes with complex symbiotic relationships with Them.  They Knolls will build villages within the edges of the Mumurations, and then conduct raids from the Mists.  They will bring back living (and terrified captives) who the Mists will neurally de-atomize, feeding as the Mist does on their fears, leaving the meats and organs for the Knolls.   Any revenge party who pursues the Knolls becomes wracked by fears as it approaches the Mists.  And they are then themselves consumed.   It is a fascinating though grisly symbiosis.  From time to time whoever, something will Panic a group of Knolls, and then the Mists atomize them.  I have encouraged Arcane Spellcaster who know Fear Spells to prepare it.  Once in the Mists, it can be cast upon any attacking Knolls and the Mists will then destroy them.&lt;br /&gt;
&lt;br /&gt;
The Bounty of the Mists.&lt;br /&gt;
&lt;br /&gt;
As a final note, I want to emphasize for those who can remain at calm and peace within the Mists, it is a place of great beauty and bounty.   The Magic absorbed by the Mists is returned to the land and amazing Botanical Wonders exist.   You can find both GoodBerry Bushes, and likewise the mimicking plant BadBerry Bushes.   One Berry from a GoodBerry Bush will feed you on your visit to the Mists for a day.  One Berry from a BadBerry Bush will cause you to both Vomit and Panic, which will then feed you to the Mists.  I will work with any party planning on travelling into The Mist to make be able to identify which is which.&lt;br /&gt;
&lt;br /&gt;
The Mist is a fascinating but poorly understood entity, covering a huge portion of Amura.   &lt;br /&gt;
&lt;br /&gt;
They can be a worthy and powerful guide and allie.&lt;br /&gt;
&lt;br /&gt;
They can, if not treated properly be swiftly lethal.&lt;br /&gt;
&lt;br /&gt;
Rumours of Great Treasure&lt;br /&gt;
&lt;br /&gt;
For generations there has been rumours of lost fortunes and cities in the Mist.   I have thus far found no such places, though I have found complex ruins obviously built by creatures vastly larger than us. Entirely Stone.  Doorways 30’ tall etc.   My maps of this areas are available in the Tempest Company Library.   I have also found a massive Temple and Festival Center for Knolls, which I believe is used seasonally for massive “County Fair” style gatherings.   I have been to the location twice.  Once it was empty.  Once it was lightly in use by a group of Knolls who I passed through un-noticed.   &lt;br /&gt;
&lt;br /&gt;
I have proposed to Authorities that if the correct time of full occupation could be determined.  A huge portion of the Southern Knoll population might be exterminated in a single blow.&lt;br /&gt;
&lt;br /&gt;
I am personally interested in discovery more the fortune, and do hope to one day find The Place the Mists seem to believe so important.&lt;br /&gt;
&lt;br /&gt;
Thank you for your interest.  I am available to take questions from fellow members of the Tempest Company.    However, as I will be conducted a research journey in to a section of the Western Mist in the coming month, it may be best if my beloved Brother Otter consolidate any questions and I can answer them upon my return.&lt;br /&gt;
&lt;br /&gt;
* Respectfully.&lt;br /&gt;
* Rheinhold Azurine.  - Cartographer of Lands in the Southern Mists - Asst. Prof. GTI&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;br /&gt;
[[Category:Wicked Wilds]]&lt;/div&gt;</summary>
		<author><name>Eromanoops</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Rheinhold_Azurine&amp;diff=19051</id>
		<title>Rheinhold Azurine</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Rheinhold_Azurine&amp;diff=19051"/>
		<updated>2023-03-28T16:00:33Z</updated>

		<summary type="html">&lt;p&gt;Eromanoops: Updated the backstory to better align with DM notes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rhienhold’s mother (Droween Azureine) was the only daughter of a successful family of Dragonborn.  A family of rare book and map dealers in Galek.  She is deceased.&lt;br /&gt;
&lt;br /&gt;
His Grandparents (Otto and Martasa Azureine) are alive and remain in business as owners/proprietors of “Azureine’s Rare Pages”.  Rhienhold’s relationship with them is difficult due to the circumstances of his mother and father’s deaths. But they love each other.  Rhienhold’s position as an Associate Professor of Cartography at Galek Geophysical Institute and numerous well received cartographic publications has brought them pride.  His adventuring in the far South, and tabloid notoriety in conducting recovery operations from the Mists in the South is viewed mostly favorably by his grandparents, but enrage his Uncle.   His mother’s younger brother Yuri - Rhienhold’s Uncle - remains unreconciled with Rhienhold over the death of this sister.  Rhienhold carefully schedules his frequent visits with Otto and Martasa when Yuri will be out.   His mother, and family are Draconic’s of mixed Silver and Blue Heritage.&lt;br /&gt;
&lt;br /&gt;
Rhienhold’s father was “Ezrin Shiplost”.  An Emerald Draconic. He came to Galek as a recent immigrant.  A complicated and mostly unwelcome Dragonborn.  Ezrin’s various troubles in his life prior to Galek are vague, he would simply say:  “I was a soldier in a troubled place and time.” He claimed he wished to seek a quiet life, but that was likely just a lie.  A quiet life certainly eluded him.  An extremely powerful and gifted psionic, Ezrin worked with various Gamblers and Fixers on games of chance, and unsavory blackmailers seeking dirt, he used his psionic skills to offer advantages to his employers.   After Droween’s Murder and his death - possibly by suicide, some local authorities came to believe Ezrin not just an opportunist and hussler, but may have been the noted war criminal and torturer Ezmeck the Breaker, famed and feared for his use of psionics to destroy wills and seduce young draconic women&lt;br /&gt;
&lt;br /&gt;
Rhienhold was conceived from “A fine Romp. A tryst of wanton fun, and I have no regrets” as his mother would confided to friends.  Ezrin used his psionic skills, and a few drops from a potion of unbounded passions, to convert the poetry-devotee and bookish Droween into “An unbounded love beast, if only for a week.”&lt;br /&gt;
&lt;br /&gt;
Rhienhold, like many Gem Dragons was born almost transparent, and even before he was born was able to enter his mother’s mind and communicate with her directly, clearly and lovingly.   &lt;br /&gt;
&lt;br /&gt;
They were extremely close.  She recited Poetry to him, in his mind throughout his youth.  Which was, perhaps, an error on his part.   He grew up so deeply preferencing psionic bonds over all others.&lt;br /&gt;
&lt;br /&gt;
So, among his eloquent, witty, bookish, always discursive and laughing Azureine family, Rhienhold was silent. Reserved.  Even taciturn.  An extremely gifted student, he preferred the written word to the spoken word, and maps and illustration over both- and he preferred direct psionic mental exchanges over speaking. He proved to be uniquely gifted in corrective cartography, taking the rough drawn maps of explorers, and redrawing them while looking into the minds, using his ability to riffle the images of their minds to record better and more accurately maps of where they had been and what they had seen and done.&lt;br /&gt;
&lt;br /&gt;
He became sought after and respected for his ability to gently extract experiential, locations, events and relevant information from the insane, criminal witnesses and even survivors of madness induced by exposures to the Southern Mists.   &lt;br /&gt;
&lt;br /&gt;
And the Mists fascinated him.   The Mists became first a fascination.  Then an obsession.  Today of course, they are his life.   He published his first thin volume examining the Mists based on his theory they are a poorly understood form of living creature, akin to a colony of molds, with rhizomes, fruiting bodies and he believed the ability to enter into congnitive minds and re-organize the ganglia and neurons - turning previously “normal” creatures into hosts conducting tasks for the living Southern Mists. &lt;br /&gt;
&lt;br /&gt;
At just 11 years old (Draconic’s do mature quickly) he was invited to collaborate on research exploring his theories with several leading scholars and was eventually invited to take a teaching position and the Galek Geophysical Institute. Today, when in Galek he lectures on Cartography and contributes to research on the effects of exposures to the Southern Mists, though much of his time is spent at the Edges of the Mists in the far south.&lt;br /&gt;
&lt;br /&gt;
It might have been a happy and adventurous life.  But for his father.  &lt;br /&gt;
&lt;br /&gt;
Just as Rhienhold’s skills and world view were expanding, he became personally obsessed with finding his father.  His mother and family made it clear his father was “very much a Wandering Dragon” He had made no effort to contact his mother, nor him, ever, though Rhienhold was certain this was because his father, likely didn’t know Rhienhold even existed.  &lt;br /&gt;
&lt;br /&gt;
While his mother slept, Rhienhold used his growing skills to riffle deeply through her dreams and memories.  Eventually finding his father’s name, seeing his features, demeanor - and to be fair - seeing more details about his parents brief affair than any twelve year old should see.  But, he was well versed in poetry. Including some of the more carnal in nature.&lt;br /&gt;
&lt;br /&gt;
Over the next few months Rhienhold used his spare time to conduct an ever widening search for his father.  He eventually found a mobster and gambler who knew “Ezrin” (who now was going by the names “Enright” and “Exarcos”) very well.  The Mobster was also looking for Rhienhold’s father.   “Exarcos” owed The Boltward Syndicate a considerable amount of money.   &lt;br /&gt;
&lt;br /&gt;
The details of the story at this point are unclear.  These points are known.&lt;br /&gt;
&lt;br /&gt;
Rhienhold tracked down his father.  &lt;br /&gt;
&lt;br /&gt;
His father refused to believe Rhienhold was his son.&lt;br /&gt;
&lt;br /&gt;
Rhienhold tried to use his Psyonics to prove it was true.&lt;br /&gt;
&lt;br /&gt;
His father viewed this an attack, and used his considerable skills to overpower Rhienhold and confirm he was working with The Boltward Syndicate to find him. &lt;br /&gt;
&lt;br /&gt;
His father nearly killed his son.  He would have killed him, but the very same Boltward Syndicate had followed Rhienhard - and moved in to kill or capture Ezrin/Exarcos, but he escaped.&lt;br /&gt;
&lt;br /&gt;
Rhienhold, gravely wounded, physically and psyonically was dumped by the Syndicate at a local infirmary.  He survived.   But his mental recovery, if in fact he has recovered, took weeks, and for many days his mother and family were in panic - unable to find him.  They did.  And worked to bring him back to health.   He was unable or unwilling to speak for months.  Communicating only psionically.&lt;br /&gt;
&lt;br /&gt;
Over Rhienhold’s objections and warnings the Azureine Family worked with the authorities.  They wanted justice.  But justice didn’t find them.   Ezrin/Exarcos did.  &lt;br /&gt;
&lt;br /&gt;
He came intending just to kill Rhienhold. Rhienhold knew his psyonic print too well, he had found Ezrin once, and would be able to find him again.  &lt;br /&gt;
&lt;br /&gt;
But as the fates would have it, Ezrin arrived on a night the family was hosting a weekly poetry reading and salon.  For War Veterans. &lt;br /&gt;
&lt;br /&gt;
The resulting Melee was horrific.  Two of the Veterans/Poets and the beloved by all Droween were killed.   Rhienhold was gravely wounded - again.   His grandfather suffered two broken legs, and a complete broken heart. It was months of recovery before he could walk.  And years before he could read poetry again.   He still breaks down in tears at her memory.&lt;br /&gt;
&lt;br /&gt;
Ezrin/Exarcos was found dead, three days later in Booklover’s Square.   Having obviously fallen from a great height.  Some speculate friends of the dead veterans killed him.  Others believe he tried to use his spectral wings to flee his warrant for murder.  He was already wounded from the battle, and was never very good at using them.  &lt;br /&gt;
&lt;br /&gt;
The death was ruled a suicide, which was the preferred choice by the Oligarch Authorities for such deaths, as their corporate interests can then minimize any benefit payments which might result from insurance or liability claims.   &lt;br /&gt;
&lt;br /&gt;
Rhienhold, blamed himself.   &lt;br /&gt;
&lt;br /&gt;
For all of it.  &lt;br /&gt;
&lt;br /&gt;
For his mother’s death.   &lt;br /&gt;
&lt;br /&gt;
For his father’s death.  &lt;br /&gt;
&lt;br /&gt;
His poet friends’ deaths.  &lt;br /&gt;
&lt;br /&gt;
His grandfather’s horrific injuries.&lt;br /&gt;
&lt;br /&gt;
His failure was complete.&lt;br /&gt;
&lt;br /&gt;
He dragged himself forward as best he could.   Never sleeping.  Never speaking.  Barely eating.  He developed the compensating horrific habit of chewing on his own fingers.  He began to chew them so often they began to rot.  His habit progressed from obsession to self-mutilation. His entire left hand became a mass of blood, scabs, puss and rot which he chewed and licked without ceasing.   He would wander the city at night, gnawing himself to death.  &lt;br /&gt;
&lt;br /&gt;
His Uncle and Grandmother fought.  His Uncle demanding he be expelled from the family. He was a bastard.  He was cursed.  He was mentally dangerous.  He had killed his mother.  His Grandmother steadfast in his defense, though at this time, still wheelchair bound.  Rhienhold said nothing.  He could hear all their thoughts.  And he saw, deeply and truly, his Uncle was now Broken too.  And that was Rhienhold’s fault as well.&lt;br /&gt;
&lt;br /&gt;
Rheinhold had resolved to kill himself.   He understood he was doing is slowly.  He decided to get it done. &lt;br /&gt;
&lt;br /&gt;
He gathered his notes and journals from so many unfinished interviews with survivors of the South Mists.  He took them to the University, he planned to leave them, there, and throw himself from the Tower of Seeing.  &lt;br /&gt;
&lt;br /&gt;
But on that day at the University he had visitors.  &lt;br /&gt;
&lt;br /&gt;
Lyowyn Mossbringer, the extraordinary FeyWild’s Druid of Dreams.  Her partner [[Lucinda Grimfold]] - one of the greatest warriors of the age, and [[Cookie|Cookie the Otter]], accomplished thinker and adjuration master.  They were standing in his office doorway.  Staring at him.&lt;br /&gt;
&lt;br /&gt;
Cookie had read his monograph first.  Made the others read it as well.  They had discussed it at length in his recently published work.   Cookie the Otter had convinced Lyowyn they just had to go meet this Psionic Dragonborn - who he believed was right.  And if he was right, Rhienhold might be able to help them.&lt;br /&gt;
&lt;br /&gt;
The three famous and powerful citizens stared at the young, and very broken Dragonborn.  They stared at him as he chewed on his own fingers and lapped at his own blood and puss.&lt;br /&gt;
&lt;br /&gt;
Lyowyn charmed him and made him tell her everything.  &lt;br /&gt;
&lt;br /&gt;
Lucinda had heard about the horrible incidents. One of the dead warrior poets had once served with her. &lt;br /&gt;
&lt;br /&gt;
Cookie placed a warding on Rheinhold’s own hands which made them taste so horrific to himself, that to this day he can not pick up a piece of toast without smearing it with distaste.   He developed the habit of eating everything with the tip of a tiny knife.&lt;br /&gt;
&lt;br /&gt;
They took him back to their home.   Lucinda called on the family at Azurine’s Rare Pages and assured them Rhienhard was unharmed, but very unwell.   His Uncle was the only one there, and was, as he often is, unpleasant.  Telling them “My Nephew is Born of Rot, Has Brought Rot to our Home, and May he Chew himself apart and Rot FOREVER!”&lt;br /&gt;
&lt;br /&gt;
Lyowyn cast spells to make Rhienhold sleep.  He had not slept in weeks.   He went under into a deep land of dreams and stayed there for a very long time.   Cookie served as his nursemaid, and became fascinated and very fatherly toward this strange young Dragonborn, who - had never had a father, and just like Cookie himself - had clearly suffered irreparable family trauma.   They were two children who had both witnessed the killing of their Mothers.   &lt;br /&gt;
&lt;br /&gt;
In a sense Cookie and Rhienhold are brothers. From the sad and lonely brotherhood of creatures who witnessed their own orphaning.  &lt;br /&gt;
&lt;br /&gt;
Cookie believed Lyowyn should take Rhienhold as a student.  But Lyowyn said no. She was certain no Dragonborn would ever be a worthy Druid in the Feywild Dream traditions.  It just wasn’t possible.   Lucinda ruled out making him into a warrior.    While many Dragonborn were in the ranks of the loyal orders, Rhienhard was very small and slight for a dragonborn, and obviously not well suited to mentally coping with Carnage.&lt;br /&gt;
&lt;br /&gt;
But all three of the life-friends agreed there had to be a place for someone so young, and clearly gifted in strange ways.&lt;br /&gt;
&lt;br /&gt;
And then something, Otter believes the Southern Mists themselves, intervened.   While entering his third day of sleeping, his gnawed left hand became scabbed over completely, but for a strange and rising black node.  The node rose for hours.   Otter watched it, certain it was important and confident his adjurations would protect the sleeping boy.  And then the Node became a Boil.  The Boil developed a whitehead.  The whitehead ruptured and from the rupture came Mist.  Tendrils of Mist.   Otter called his life friends to watch.  And they watched as the Mists writhed like snakes up the young Draconic’s arms, around his neck and then slid, every so slowly and gently into his sleeping mouth and nose.   Each inhale he drew in more.  Until like ants marching from a hill to a feeding source the black boil eased and shrank and withdrew.  &lt;br /&gt;
&lt;br /&gt;
It happened in less than a minute.  From Rupture to Inhalation to Easing.  The three of them watched entranced.   &lt;br /&gt;
&lt;br /&gt;
And then Rhienhold awoke, his eyes were no longer a clear white but a fawn brown.  The color of an earthy color of fungus.  And as they watched his scales and frills darkened from their nearly clear and pale whitish color to a earthy fawn.  And to no ones surprise the scabs on his left hand fell away.  And clean brown draconic scales, laces with fascinating patterns which looked like spore prints of frilled and gilled mushrooms, or swirling grey patterns of Mist.  These patterns at first covered each plate of his chewed hand from which the Boil of Mists emerged.&lt;br /&gt;
&lt;br /&gt;
Over the next few months this unique partnering spread to cover his entire body.  His plates and scales are like no other Dragonborn.  Though he remains an Emerald Dragonborn in his heart and mind, on his surface his appears like a Maori, with intricate tiny prints in dark browns and blacks overlayed on a background of fawn.   His head frills end in clear tips which often emanate slight clouds of mist.  The mist often plays about his head.   &lt;br /&gt;
&lt;br /&gt;
And he was obsessed with being with the mists.  Of mapping the mists.  Of serving to help the mists be understood, and welcomed, and free.   &lt;br /&gt;
&lt;br /&gt;
“They are here to preserve us.  Preserve the true cycle of us.  Preserve the balance for us.  Bring us Treasures.  Take away the surplus when we have excess.   Provide us with surprise when we are wanting.”&lt;br /&gt;
&lt;br /&gt;
And over the next three months the three friends helped prepare him as best they could.   Lucinda gave him basic martial training. Lyowyn as best she could shared with him traditions of DruidCraft, though it was clear he love Feywild Life and his obsession with Spores, Rot and Cycles were vastly different.  And Cookie the Otter and Rhiehold became, quite simply, brothers.  &lt;br /&gt;
&lt;br /&gt;
Helping each other understand themselves, more than providing anything more practical and compelling.&lt;br /&gt;
&lt;br /&gt;
Rhienhold resumed his work with the University.  Resume his work interviewing an psyonically entering those who had survived encounters with the Mists.   And after a year, with little fanfare and almost no support he told his University colleagues, his found friends, his brother Otter and his beloved Grandparents he would simply have to leave them now, and travel as far south as can be traveled.   &lt;br /&gt;
&lt;br /&gt;
He was certain the Southern Mists were not, in themselves evil.  No more than a fungus that consumes a fallen tree is evil.  No more than the bacteria that infects a wound is evil.  The Southern Mists are a living creature with needs, and perhaps wants and ideas.   &lt;br /&gt;
&lt;br /&gt;
Nearly 6 years have passed.   Rhienhold is, without anyone being able to argue the most accomplished cartographer and studier of the edges of the Southern Mists.  He maintains frequent and robust correspondence with Cookie the Otter, and they consider each other true brothers, though they have not seen each other in many years.   &lt;br /&gt;
&lt;br /&gt;
Living at the edge of the mists has made Rhienhold even more suspect of any spoken communication.  Though he has developed a strange affinity for Knolls, and their gross barking language. Knolls, somehow have developed a symbiotic relationship with Mists.  And so, for that matter has Rhienhold.   He can enter them for days at a time, understands them and brings them feedings and offerings.  They likewise will allow him to recover the lost belongings and artifacts of those they Mists have welcomed home to their cycles.&lt;br /&gt;
&lt;br /&gt;
To the villages in the south Rhienhold has become a strange and legendary figure.   A true folk hero.  When loved ones are lost to the Mists, mentally or physically, Rhienhold is called to do what he can to re-unite them.  Or recover what is left.   And he does so.   &lt;br /&gt;
&lt;br /&gt;
Rhienhold continues to publish detailed monographs, maps and his “findings” about the Mists.  But they have become increasingly confusing works.  Some even describe them as “insane ramblings of lunatic with a Mist Rotted Mind.”   Rhienhold points out that it is very very difficult to translate the psyonic connected exchanges between a Draconic of Mixed Heritage and a Continent Spanning Airborne Super Fungus.   &lt;br /&gt;
&lt;br /&gt;
“I don’t really have any words to capture the thought process of the Mists.  But the Mists do think.  In a sense.  Or perhaps it’s better to just say that they experience what is happening, both in the past and present, both here and in other places and planes, at all times, all at once. I do my best to stay at peace an in the good graces of HIM.   HE needs me for somethings, but I can not really understand what.  Yet.  But he may also just be waiting for the right moment to absorb me.   Which if fine too.   It has been a free ride.  I paid nothing to get on the ride.  I will be charged nothing to leave.   And I am enjoying our blasto-vations/conversations in the between time-spaces, It-We are fine/not fine with the confusion others have with out relationships.   It/they/we are  complicated.”&lt;br /&gt;
&lt;br /&gt;
While his writings have become increasingly difficult for anyone to understand, his cartographic work and maps of the Misted South are much in demand and without equal.&lt;br /&gt;
&lt;br /&gt;
Cookie the Otter of course insisted he become a member of the Company.&lt;br /&gt;
[[Category:Player Characters]]&lt;br /&gt;
[[Category:Wicked Wilds]]&lt;/div&gt;</summary>
		<author><name>Eromanoops</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=User:Eromanoops&amp;diff=18993</id>
		<title>User:Eromanoops</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=User:Eromanoops&amp;diff=18993"/>
		<updated>2023-03-26T22:29:59Z</updated>

		<summary type="html">&lt;p&gt;Eromanoops: Spoonamore/Eromanoops6 User Profile.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stephen Spoonamore:   Eromanoops6  on Discord &lt;br /&gt;
&lt;br /&gt;
Is a business executive who first played DnD in 1978.    &lt;br /&gt;
&lt;br /&gt;
He plays in several local games where he is mostly DM.   His &amp;quot;Sunday Church Service&amp;quot; game has been running for years.&lt;br /&gt;
&lt;br /&gt;
In 1980 Gary Gygax played at his table in Seattle.   &lt;br /&gt;
&lt;br /&gt;
He soon thereafter got a cease and desist letter from TSR because his house rules for how magic worked were too far from Gary&#039;s game as designed.    He ignored the letter.&lt;/div&gt;</summary>
		<author><name>Eromanoops</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Rheinhold_Azurine&amp;diff=18992</id>
		<title>Rheinhold Azurine</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Rheinhold_Azurine&amp;diff=18992"/>
		<updated>2023-03-26T21:57:17Z</updated>

		<summary type="html">&lt;p&gt;Eromanoops: Rhienhold - Druid of Spores - Master Cartographer of the regions of the Southern Mists.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rhienhold is a Dragonborn he, and his father are accomplished Psyonic&#039;s of the Emerald Line.   His mother and all his other known relatives have Blue and Blue/Silver heritage.  His scales and frills are all fawn colored, and each one has every changing spore prints in dark browns and blacks.  He prefers to enter minds with direct psyonic exchange and finds language cumbersome and inaccurate.&lt;br /&gt;
&lt;br /&gt;
He is an accomplished author, investigator and cartographer of the Southern Mists. And if he is to be believed, the Southern Mists are a living creature most akin to a giant cloud of spores, which he believes are aware and exist on multiple planes and in multiple times.  &lt;br /&gt;
&lt;br /&gt;
He has dedicated his life to understanding, mapping and bonding with the Mists.   It is unclear if they reciprocate, but it is clear he is one of the few creatures who travels in peace at their edges.  He considers himself a Druidic Ambassador for the needs of the Mists, and the needs of those the Mists interact with.   &lt;br /&gt;
&lt;br /&gt;
He is accomplished in Magics of winds, mists, waters, decay and rejuvinations.   He is considered the most accomplished cartographer of the regions of the Southern Mists.  &lt;br /&gt;
&lt;br /&gt;
He is a soul-brother of Cookie the Otter, and has attempted to model his graces and courtesies on Cookie&#039;s perfect manners.  But he is also, literally, Spore-Bound to the Southern Mists.   &lt;br /&gt;
&lt;br /&gt;
His story is below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Rhienhold’s mother (Droween Azureine) was the daughter of a successful family of Dragonborn owning a rare books and maps business in Galek.  His Grandparents (Otto and Martasa Azureine) are alive and remain in business as owners/proprietors of “Azureine’s Rare Pages”.  His relationship with them is difficult due circumstances of his mother and father’s deaths, but loving.  His recent minor notoriety in conducting recovery operations from the Mists in the South has to done a good deal to restore his relationship.   His mother’s younger brother Yuri - Rhienhold’s Uncle - remains unreconciled and Rhienhold only visits his Otto and Martasa when Yuri will be out.   His mother, and her family were all Draconic’s of Blue Heritage.&lt;br /&gt;
&lt;br /&gt;
His father “Ezrin Shiplost” was a Emerald Draconic. He came to Galek as a recent immigrant.  A complicated man, he was never forthcoming about his role in the various troubles in his former life, he would simply say:  “I was a soldier in a troubled place and time.” He claimed he wished to seek a quiet life.  An extremely powerful and gifted psyonic, Ezrin fell in Gamblers and Fixers on games of chance, using his psyonic skills to offer advantages to his employers.   After Droween’s Murder and his death - possibly by suicide, some local authorities came to believe Ezrin not just an opportunist and hussler, but may have been the noted war criminal and torturer Ezmeck the Breaker, famed and feared for his use of psyonics to destroy wills and seduce young draconic women&lt;br /&gt;
&lt;br /&gt;
Rhienhold was conceived from “A tryst of wanton fun, and I have no regrets” as his mother would confide to her friends in which Ezrin used his psyonic skills, and a few drops from a potion of unbounded passions, to convert the extremely bookish Droween into “An unbounded love beast, if only for a week.”&lt;br /&gt;
&lt;br /&gt;
Rhienhold, like many Gem Dragons was born almost transparent, and even before he was born was able to enter his mother’s mind and communicate with her directly, clearly and lovingly.   &lt;br /&gt;
&lt;br /&gt;
Unlike the extremely eloquent, witty, bookish, always discursive and a slightly “light” Azureine family, Rhienhold was reserved.  Even taciturn.  An extremely gifted student, he preferred the written word to the spoken word, and maps and illustration over both- and he preferred direct psyonic mental exchanges and became particularly gifted and cartography, taking the rough drawn maps of explorers, and combining it with his ability to enter their minds and record better and more accurately where they had been and what they had done.&lt;br /&gt;
&lt;br /&gt;
He became sought after and respected for his ability to gently extract experiential, locations, events and relevant information from the insane, criminal witnesses and even survivors of madness induced by exposures to the Southern Mists.   The mists in particular became an obsession.  He published a thin volume examining his theory that mists where in fact some form of living creature, akin to a colony of molds, with rhizomes, fruiting bodies and he believed - and still believes - the ability to enter into congnitive minds and re-organize the ganglia and neurons - turning previously “normal” creatures into hosts conducting tasks for the living Southern Mists. &lt;br /&gt;
&lt;br /&gt;
At just 11 years old (Draconic’s do mature quickly) he was invited to collaborate on research exploring his theories with several leading scholars - and he started down the path he remains on to this day.&lt;br /&gt;
&lt;br /&gt;
But.  Just as his skills and world view expanded, he became personally obsessed with finding his father.  His mother and family made it clear his father was “very much a Wandering Dragon” He had made no effort to contact his mother, nor him, ever, though Rhienhold was certain this was because his father, likely didn’t know Rhienhold even existed.  &lt;br /&gt;
&lt;br /&gt;
While his mother slept, Rhienhold used his growing skills to riffle deeply through her dreams and memories.  Eventually finding his father’s name, features, and - to be fair - more details about his parents brief affair than any twelve year old should know.  But over the next few months Rhienhold used his spare time for an every wider search for his father.  He eventually found a mobster and gambler who knew “Ezrin”,who now was likely now going be the name of “Exarcos” very well.  The Mobster was also looking for Rhienhold’s father, as Ezrin/Exarcos owed The Boltward Syndicate a considerable amount of money.   &lt;br /&gt;
&lt;br /&gt;
The details of the story at this point are unclear.  These points are known.&lt;br /&gt;
&lt;br /&gt;
Rhienhold found his father.  &lt;br /&gt;
&lt;br /&gt;
His father refused to engage him as his son.&lt;br /&gt;
&lt;br /&gt;
Rhienhold tried to use his Psyonics to prove it was true.&lt;br /&gt;
&lt;br /&gt;
His father used his considerable skills to see that Rhienhold has been working with The Boltward Syndicate to find him.  And nearly killed his son.  He would have killed him, but the very same Boltward Syndicate had followed Rhienhard - and moved in to kill or capture Ezrin/Exarcos.   &lt;br /&gt;
&lt;br /&gt;
Rhienhold, gravely wounded, physically and psyonically was dumped by the Syndicate at a local infirmary.  He survived.   But his mental recovery took weeks, and for many days his mother and family were in panic - unable to find him.&lt;br /&gt;
&lt;br /&gt;
Over Rhienhold’s objections the Azureine’s worked with the authorities.  They wanted justice.  Ezrin/Exarcos got to them first.  Nearly everyone believes he came to kill Rhienhold, who understood his psyonic print so well, he knew he would be able to find him again.  &lt;br /&gt;
&lt;br /&gt;
But as the fates would have it, Ezrin arrived on a night the family was hosting a poetry reading and salon.  For War Veterans. &lt;br /&gt;
&lt;br /&gt;
The resulting Melee was horrific.  Two of the Veterans/Poets and the beloved Droween were killed.   Rhienhold was gravely wounded - again.    And his grandfather was so broken it was months of recovery before he could walk, read and concentrate again.   &lt;br /&gt;
&lt;br /&gt;
Ezrin/Exarcos was found in the “booklover’s square” three days later at dawn.   Having obviously fallen from a great height.  Some speculate friends of the dead veterans killed him.  Others believe he tried to use his spectral wings to flee his warrant for murder.  He was never very good at using them.  &lt;br /&gt;
&lt;br /&gt;
The death was ruled a suicide, which was the preferred choice by corporate interests to minimize any benefit payments which might result from insurance claims.   &lt;br /&gt;
&lt;br /&gt;
Rhienhold, blamed himself.   &lt;br /&gt;
&lt;br /&gt;
For all of it.  &lt;br /&gt;
&lt;br /&gt;
For his mother’s death.   &lt;br /&gt;
&lt;br /&gt;
For his father’s death.  &lt;br /&gt;
&lt;br /&gt;
His poet friends’ deaths.  &lt;br /&gt;
&lt;br /&gt;
His grandfather’s horrific injuries.&lt;br /&gt;
&lt;br /&gt;
His failure was complete.&lt;br /&gt;
&lt;br /&gt;
He dragged himself forward as best he could.   Never sleeping.  Never speaking.  Barely eating.  He developed the compensating nervous habit of chewing on his own fingers.  He began to chew them so often they began to rot.  His habit progressed from obsession to self-mutilation. His entire left hand became a mass of blood, scabs, puss and rot which he chewed and licked without ceasing.&lt;br /&gt;
&lt;br /&gt;
His Uncle and Grandmother fought.  His Uncle demanding he be expelled from the family.  His Grandmother steadfast in his defense.  Rhienhold said nothing.  He could hear all their thoughts.  And he saw, deeply and truly, his Uncle was now Broken.  And that was Rhienhold’s fault too.&lt;br /&gt;
&lt;br /&gt;
Rheinhold resolved to kill himself.   &lt;br /&gt;
&lt;br /&gt;
He gathered his notes and journals from so many unfinished interviews with survivors of the South Mists.  He took them to the University, he planned to leave them, there, and throw himself from the Tower of Seeing.  &lt;br /&gt;
&lt;br /&gt;
But on that day at the University he had visitors.  &lt;br /&gt;
&lt;br /&gt;
Lyowyn Mossbringer, extraordinary FeyWild’s Druid.  Her partner [[Lucinda Grimfold]] and abjuration master, [[Cookie|Cookie the Otter]], were standing in the doorway.  Staring at him.&lt;br /&gt;
&lt;br /&gt;
They had read and discussed at length his recently published work.   Cookie the Otter had convinced Lyowyn they just had to go meet this Psyonic Dragonborn - who he believed was right.  And if he was right, Rhienhold might be able to help them.&lt;br /&gt;
&lt;br /&gt;
The three famous and powerful citizens stared at the young, and very broken Dragonborn.  They stared at him as he chewed on his own fingers and lapped at his own blood and puss.&lt;br /&gt;
&lt;br /&gt;
Lyowyn charmed him and made him tell her everything.  &lt;br /&gt;
&lt;br /&gt;
Lucinda had heard about the horrible incidents. One of the dead warrior poets had once served with her. &lt;br /&gt;
&lt;br /&gt;
Cookie placed a warding on Rheinhold’s own hands which made them taste so horrific to himself, that to this day he can not pick up a piece of toast without smearing it with distaste.   He developed the habit of eating everything with the tip of a tiny knife.&lt;br /&gt;
&lt;br /&gt;
They took him back to their home.   Lucinda called on the family at Azurine’s Rare Pages and assured them Rhienhard was unharmed, but very unwell.   His Uncle was the only one there, and was, as he often is, unpleasant.  Telling them “My Nephew is Born of Rot, Has Brought Rot to our Home, and May he Chew himself apart and Rot FOREVER!”&lt;br /&gt;
&lt;br /&gt;
Lyowyn cast spells to make Rhienhold sleep.  He had not slept in weeks.   He went under into a deep land of dreams and stayed there for a very long time.   Cookie served as his nursemaid, and became fascinated and very fatherly toward this strange young Dragonborn, who - had never had a father, and just like Cookie himself - had clearly suffered irreparable family trauma.   They were two children who had both witnessed the killing of their Mothers.   &lt;br /&gt;
&lt;br /&gt;
In a sense Cookie and Rhienhold are brothers. From the sad and lonely brotherhood of creatures who witnessed their own orphaning.  &lt;br /&gt;
&lt;br /&gt;
Cookie believed Lyowyn should take Rhienhold as a student.  But Lyowyn said now. She was certain no Dragonborn would ever be a worthy Druid in the Feywild traditions.  It just wasn’t possible.   Lucinda ruled out making him into a warrior.    While many Dragonborn were in the ranks of the loyal orders, Rhienhard was very small and slight for a dragonborn, and obviously not well suited to mentally coping with Carnage.&lt;br /&gt;
&lt;br /&gt;
But all three of the life-friends agreed there had to be a place for someone so young, and clearly gifted in strange ways.&lt;br /&gt;
&lt;br /&gt;
And then something, Otter believes the Southern Mists themselves, intervened.   While entering his third day of sleeping, his gnawed left hand became scabbed over completely, but for a strange and rising black node.  The node rose for hours.   Otter watched it, certain it was important and confident his abortions would protect the sleeping boy.  And then the Node became a Boil.  The Boil developed a whitehead.  The whitehead ruptured and from the rupture came Mist.  Tendrils of Mist.   Otter called his life friends to watch.  And they watched as the Mists writhed like snakes up the young Draconic’s arms, around his neck and then slid, every so slowly and gently into his sleeping mouth and nose.   Each inhale he drew in more.  Until like ants marching from a hill to a feeding source the black boil eased and shrank and withdrew.  &lt;br /&gt;
&lt;br /&gt;
It happened in less than a minute.  From Rupture to Inhalation to Easing.  The three of them watched entranced.   &lt;br /&gt;
&lt;br /&gt;
And then Rhienhold awoke.   And his eyes were no longer a clear white.  They were the fawn and earthy color of fungus.  And as they watched his scales and frills darkened from their nearly clear and pale whitish color to a earthy fawn.  And to no ones surprise the scabs on his left hand fell away.  And clean brown draconic scales, laces with fascinating patterns which looked like spore prints of frilled and gilled mushrooms covered each plate of his hand.  &lt;br /&gt;
&lt;br /&gt;
Over the next few months this strange partnering grew to cover his entire body.  His plates and scales are like no other Dragonborn.  Though he remains an Emerald Dragonborn in his heart and mind, on his surface his appears like a Maori, with intricate tiny prints in dark browns and blacks overlayed on a background of fawn.&lt;br /&gt;
&lt;br /&gt;
And he was obsessed with being with the mists.  Of mapping the mists.  Of serving to help the mists be understood, and welcomed, and free.   &lt;br /&gt;
&lt;br /&gt;
“They are here to preserve us.  Preserve the true cycle of us.  Preserve the balance for us.  Bring us Treasures.  Take away the surplus when we have excess.   Provide us with surpise when we are wanting.”&lt;br /&gt;
&lt;br /&gt;
And the three friends helped him as best they could.   Lucinda gave him basic martial training. Lyowyn as best she could shared with him traditions of DruidCraft, though it was clear he love Feywild Life and his obsession with Spores, Rot and Cycles were vastly different.  And Cookie the Otter and Rhiehold became, quite simply, brothers.  &lt;br /&gt;
&lt;br /&gt;
Helping each other understand themselves, more than providing anything more practical and compelling.&lt;br /&gt;
&lt;br /&gt;
Rhienhold resumed his work with the University.  Resume his work interviewing an psyonically entering those who had survived encounters with the Mists.   And after a year, with little fanfare and almost no support he told his University colleagues, his found friends, his brother Otter and his beloved Grandparents he would simply have to leave them now, and travel as far south as can be travelled.   He was certain the Southern Mists were not, in themselves evil.  No more than a fungus that consumes a fallen tree is evil.  No more than the bacteria that infects a wound is evil.  The Southern Mists are a living creature with needs, and perhaps wants and ideas.   &lt;br /&gt;
&lt;br /&gt;
Nearly 6 years have passed.   Rhienhold is, without anyone being able to argue the most accomplished cartographer and studier of the edges of the Southern Mists.  He maintains frequent and robust correspondence with Cookie the Otter, and they consider each other true brothers, though they have not seen each other in many years.   &lt;br /&gt;
&lt;br /&gt;
Living at the edge of the mists has made Rhienhold even more suspect of any spoken communication.  Though he has developed a strange affinity for Knolls, and their gross barking language. Knolls, somehow have developed a symbiotic relationship with Mists.  And so, for that matter has Rhienhold.   He can enter them for days at a time, understands them and brings them feedings and offerings.  They likewise will allow him to recover the lost belongings and artifacts of those they Mists have welcomed home to their cycles.&lt;br /&gt;
&lt;br /&gt;
To the villages in the south Rhienhold has become a strange and legendary figure.   A true folk hero.  When loved ones are lost to the Mists, mentally or physically, Rhienhold is called to do what he can to re-unite them.  Or recover what is left.   And he does so.   &lt;br /&gt;
&lt;br /&gt;
Rhienhold continues to publish detailed monographs, maps and his “findings” about the Mists.  But they have become increasingly confusing works.  Some even describe them as “insane ramblings of lunatic with a Mist Rotted Mind.”   Rhienhold points out that it is very very difficult to translate the psyonic connected exchanges between a Draconic of Mixed Heritage and a Continent Spanning Airborne Super Fungus.   &lt;br /&gt;
&lt;br /&gt;
“I don’t really have any words to capture the thought process of the Mists.  But the Mists do think.  In a sense.  Or perhaps it’s better to just say that they experience what is happening, both in the past and present, both here and in other places and planes, at all times, all at once. I do my best to stay at peace an in the good graces of HIM.   HE needs me for somethings, but I can not really understand what.  Yet.  But he may also just be waiting for the right moment to absorb me.   Which if fine too.   It has been a free ride.  I paid nothing to get on the ride.  I will be charged nothing to leave.   And I am enjoying our blasto-vations/conversations in the between time-spaces, It-We are fine/not fine with the confusion others have with out relationships.   It/they/we are  complicated.”&lt;br /&gt;
&lt;br /&gt;
While his writings have become increasingly difficult for anyone to understand, his cartographic work and maps of the Misted South are much in demand and without equal.&lt;br /&gt;
&lt;br /&gt;
Cookie the Otter of course insisted he become a member of the Company.  &lt;/div&gt;</summary>
		<author><name>Eromanoops</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Bosco&amp;diff=18986</id>
		<title>Bosco</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Bosco&amp;diff=18986"/>
		<updated>2023-03-25T19:14:14Z</updated>

		<summary type="html">&lt;p&gt;Eromanoops: Late, but Bosco the Clown aka Fred Rogers basics&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_character|affilliation=affiliation|name={{PAGENAME}}|image=image.jpg|caption=caption|relatives=relatives|languages=languages|alias=alias|marital=marital status|birthPlace=birthplace|deathDate=deathdate|deathPlace=deathplace|species=species|gender=gender|height=height|weight=weight|eyes=eyes}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is a half-elvin Monk and street clown. Who is human passing and avoids his elvin heritage&lt;br /&gt;
&lt;br /&gt;
==Physical Appearance==&lt;br /&gt;
Absurdly slight.  5&#039;4&amp;quot;. almost 100#.  Fawn eyes and hair.  When travelling he passes as an old woman or starving teenage girl.  When performing he is an acrobatic treme clown.  In combat he imagions himself as a shadow, relying in speed, surprise and agility.&lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
Absurdly kind and well mannered.  He addresses everyone, friend or foe, as Friend, Neighbor, Brother or Sister. &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Raised by a single human mother.  He never met his father.  She died when he was twelve and he turned to busking.  An accomplished juggler, dancer and street puppet tomfoolery master.  He was recruited as a Monk where he learned the ways of Mercy.   He is known by his order as the &amp;quot;Eye of Delmar&#039;s Orphans&amp;quot; where he runs and manages multiple services to help the lost and forlorn children of his city.  In recent years, his personal obsession with puppetry has led him to explore the world to expand his puppet techniques and tools.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In recent years he has befriended a Draconic Fighter of the Blue Dragon line.  They often travel together as friends and allies.&lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
Common, Elvish (Wood - limiited), Draconic, Street Dwarf&lt;br /&gt;
&lt;br /&gt;
==Powers and Abilities==&lt;br /&gt;
Skilled and absurdly fast, he has set a personal record of catching and throwing back 100 arrows shot from 3 archers at once.&lt;br /&gt;
&lt;br /&gt;
==Attacks and Weapons ==&lt;br /&gt;
His monks weapon is the Sbarramom - A 15&#039; long leather rope/whip with a half pound lead lozenge in the business end.  It does punishing bludgeon damage, and is capable of wrapping and tripping opponents.  He wears it as a belt.&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>Eromanoops</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=CommentStreams:53e10c3ba8d7ff48684d60005543b767&amp;diff=18473</id>
		<title>CommentStreams:53e10c3ba8d7ff48684d60005543b767</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=CommentStreams:53e10c3ba8d7ff48684d60005543b767&amp;diff=18473"/>
		<updated>2023-01-25T22:33:44Z</updated>

		<summary type="html">&lt;p&gt;Eromanoops: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ms. Hortense Smithwise&lt;br /&gt;
Hall of the Children&lt;br /&gt;
The Delvin&lt;br /&gt;
&lt;br /&gt;
My ever-dearest Mistress Hortense.&lt;br /&gt;
&lt;br /&gt;
I write hoping with all my heart the horrors of the last week have passed over our beloved City.   If The Delvin has been struck as well, I hope you and our charges are well.  I am fine, though I am afraid I have added another substantial scar to my collection.  &lt;br /&gt;
&lt;br /&gt;
Needless to say, my planned meetings with the International Brotherhood of Puppeteers - and our long sought goal of launching an inaugural Quelmar Global Festival of Puppetry was utterly blown off course.   &lt;br /&gt;
&lt;br /&gt;
I did spend one day at Seglock University.  The campus is lovely.   I spent most of the day with Beatrix Witherwonder - with whom I have long corresponded on the subject of political street puppetry.   She suggested we join some additional colleagues at a local street carnival and do some “drop in” busking before the formal plenary sessions began in the evening.  &lt;br /&gt;
&lt;br /&gt;
It was a lovely carnival.  I made a few coins busking and won some novelty gifts playing Ring Toss.  But then, plans changed.&lt;br /&gt;
&lt;br /&gt;
I am sure reports of “the eruption” in the Snowy Mountains and some of the events which followed have preceded my letter, but I have a need to record my experience which remains confusing to me even now.&lt;br /&gt;
&lt;br /&gt;
I was performing when “the Eruption” occurred.  There was a general upset among the audience (Not thankfully due to my performance) so I gained the rooftop to better see.  I can only describe what I saw as otherworldly or cataclismic.  The top of a mountain far on the horizon was sheered away and boiling clouds of purple darkness were filling the sky above it.   A series of minor quakes and tremors passed from the mountain to Seglock.  I joined a few others in working to calm down upset patrons at the carnival.  I sent them home with tasks they could accomplish. I did this side by side with a remarkable Elephantine Barbarian and an Owlin who I later came to learn is an accomplished artificier.  Lovely people. I hope they survived.&lt;br /&gt;
&lt;br /&gt;
From the rooftop I could not only see the quickly spreading opaque purple clouds, I could see what appeared to be fires and smoke nearby. By now I had become separated from Beatrix.  I still have not found her  But in the hope of being helpful I  joined a group of local citizens setting out to respond to the fires.  Besides the Elephantman and Owlin, there was Tiefling riding a great Scarab Beetle, a Paladin named Sly and an Asimar who had lovely diction.&lt;br /&gt;
&lt;br /&gt;
We quickly learned a local Kobold Gang (of the ruffian sort) had been setting the fires - as well as theatrenning/harming locals.   I attempted to speak with the ruffians, but they were rather hostile toward any diplomatic overtures. A bit of a brawl ensued, and I am afraid I participated.  I will have to atone for many lives I have taken someday. But this day - in a highly disordered and uncoordinated way we did stop these Kobold Arsonists. Killing some, driving others away, Sly captured one. I then turned to helping put out the fires and comfortingt the afflicted.  Sly and the Owlin (Ona) asked me to assist them on another matter.  The sky was growing almost black from the cloud overhead at this point.  I agreed.  And had a great surprise in store.&lt;br /&gt;
&lt;br /&gt;
And oh the Wonders of the World. I did not run, nor ride, nor sail - but by some magical means which is still unclear to me Sly, Ona the tiefling riding his giant insect and I stepped into a shimmering portal - I was oddly excited by this having never done such a thing before.  I can report it is a remarkable and efficient way to travel.  Each of us were  separately transported without any effort or apparent means, and it was done very quickly.  I did not see nor hear my companions while we transited.  It was dark but comforting. All of  the air smelled of a spring morning and though I believe the transport was only a few seconds of time, it was as if I had a full and wonderful afternoon nap in the process   Which was fortunate.  As we burst out of this brief restful spring into a flaming hellscape.&lt;br /&gt;
&lt;br /&gt;
On all sides after this wonderful transport were scenes of horror. I had  seen a true and living dragon before.  I thought it a most massive thing.  But now I have seen one vastly larger. A truly massive Dragon. I and my companions were so struck with awe at is presence we froze and stared. I off course closed my eyes and calmed my clear my mind from this awe.   We were in a  town square. The Huge and Ancient Red Dragon had set alight all of the building facing the square and smashed all statuary and merchant stalls that had been there.  As we arrived the Dragon was in the process of swallowing a brave man who was fighting it feverishly even while being swallowed whole.   I have never imagioned I would live to see such a thing.    Apparently this poor man was one of several the Dragon had swallowed before our arrival.   The Great Dragon was also attended by a number of Draconic Minions.  I am uncertain of how many exactly, but as a whole the group had laid waste to dozens of souls..  The bodies of dwarves, humans and many others were strewn about.  The blood of the Dead and screams of the Dying and broken reminded me of the meat-puppet war from so many years ago.   It was that bad.&lt;br /&gt;
&lt;br /&gt;
The Paladin (bless his brave heart) and the Asimar had immediatlely charged the Dragon.   I, now fleet of foot and fully clear of mind began rushing about as fast as possible bringing help to the harmed.  Within a minute of our arrival the Great Red Dragon and it’s minions grew angry and left us. In part my efforts reviving the fallen may have been partly the reason. I revived several fallen warriors and a sorcerer of some kind.  I provided medical care to many others and unfortunately realized I had brought too few of my finer healing potions.&lt;br /&gt;
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As the last of the wounded were revived a Dwarf lord who I believe to be deranged appeared in huge distress with urgent demands.  It was only then I learned we were in GammelGard, and the earthquakes we had felt in Seglock had done even greaert harm to this place.   Including to a place called the Arrow Crystal Factory (?) The mad dwarf was surly, even by dwarven standards, giving curt orders. “Get to the factory, grind up some crystals, manufacture something called a “float stone” and then shut the factory down.”   It all sounded bizarre and fantastical to me.  &lt;br /&gt;
&lt;br /&gt;
Being a clown, medical clinician and puppeteer I had no idea how I could possibly be useful in such a venture and no idea how to respond to this anxious and clearly wonky dwarf.   He then claimed his entire family had just been killed, and raged to us that if someone failed to make these “float crystals” and shut down the reactor, “Half of Gammelgard - and possibly the entire world” - would be destroyed.  As I said, clearly deranged.&lt;br /&gt;
&lt;br /&gt;
Though perhaps I can believe this dwarf was speaking from a place of grief, rather than being hyperbolic and untruthful. And yes, I am also aware I have trust issues regarding dwarves after all the Roblixian Betrayals .  In any case, I pushed back on his absurd statement and noted asking a street clown to run a complex factory filled with machinery sounded like an absurdly bad idea.   However the Owlin I had mentioned earlier hooted up that she was quite certain she could operate the machinery - and believed the dwarf’s story.   &lt;br /&gt;
&lt;br /&gt;
As I mentioned I liked the Owlin, and agreed to assist her.  The Paladin, the Bug Rider and several of the other adventurers who I helped revive after fighting the Dragon also came along.   While I noted earlier how the Dragon had set alight dozens of buildings, I was becoming aware the darkness of the city was not only the smoke of these many fires, but also we were under the great purple clouds I had seen in the distance.  It had the unpleasant odor which reminded me of Ronnie the Halflings farts after he has drunk too many meads and gone with all Bean Tacos on Taco Tuesdays.  You can imagine.&lt;br /&gt;
&lt;br /&gt;
In any case we followed a winding map through the nearly ruined city of Gammelgard.   I was taken by the quality of the architectural stonework - though much of it had been smashed earlier in the day the quality of the workmanship was still obvious.   When we arrived at the Crystal Factory we found another unpleasant surprise.  It was occupied byhighly unpleasant two headed creatures who were just completing the task of kiling all, or nearly all, of the Dwarven workforce.     I am uncertain what these dark creatures were - and I don’t want to upset you or the children too much - but the ensuring brawl was memorable.  I did my part, and as I mentioned added a scar to remember the day by.   &lt;br /&gt;
&lt;br /&gt;
My new found helpmates and I eventually dispatched these horrors (possibly Eldritch Horrors I might note) and found our way to the Crystal manufacturing area.   The Owlin Artificer truly was the hero of the day.  I helped as I could but she used this giant array of baffling machines to grind up crystals and fabricate floating stones.  We affixed these to chains like strange circus balloons and Paladin and a Ranger who had joined the party agreed to take them to…somewhere called the Sneerwell Port, which I thought at the time was nearby. &lt;br /&gt;
&lt;br /&gt;
I was asked to help with the wounded and did so, but shortly thereafter the Owlin informed me the Paladin had been waylaid entering the Sneerwell - and perhaps I could go assist.  I was sent for the second time through a shimmering and restful springrim tunnel - which again came out into a scene of horrors.&lt;br /&gt;
&lt;br /&gt;
The Paladin was there, among others, as were dark beasts of various sorts and handers making them.   Apparently he crystals we had made were to be connected to an airship of sorts which was the site of much conflict.   I quickly assessed one of the Beast handlers was near where I had appeared and without having time to change my outfit to something more appropriate for a dockside brawl I engaged him.  I believe I did well for my friends, though apparently soon thereafter the situation grew worse.   I am unclear how, but I was again pulled by my allies into portal while in the midst of fighting the beast-handler and found myself again - back in Seglock - once again on the same field of battle as the Great Red Dragon.   My allies lay strewn and broken about the beast, though I noted it was no longer attended by minions and the great Dragon was itself wounded in multiple places.  I sprinted and flew about, providing aid and comfort.  I also collected several vials of the Dragons blood - which I have long been told carries various medicinal and medical benefits.  &lt;br /&gt;
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Finally though, not only did I realize my Ki was exhausted, I was myself afflicted by some malaise.   A Great Rabbit Priestess who was also aiding in the battle believed I had been infected by “Darkness Itself” when I was in the Sneerwelll, which I then gathered is a magical and infernal place.  &lt;br /&gt;
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But with that infection upon me, all of my healing potions given to others, all of my medical kit empty and my Ki exhausted, I was unable to stay awake - and as will not surprise you in the slightest - found a small place to curl up and rest my mind and body.   &lt;br /&gt;
&lt;br /&gt;
When I came out of meditation and sleep - I believe I had both - I was sitting at the edge of the now destroyed campus of Seglock University.   I spent two days urging the hundreds of wounded, and trying to find out the fate of Beatrix and my new found battlefield companions.  I did in time find Sly the Paladin.  He is rightly proud of his acts and promised to send word if he found out the fate of my old friend Beatrix any of my new friends Ona the Owlin Artificer or Cider the Asimar.   I also told him I was uncertain how I could be of further help, but to let the authorities know I would offer any aid I could.&lt;br /&gt;
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Again.  I hope this finds you and all the many children and friends of The Delvin well.  Please tell Emmerrel he was right - he should have come along.  I though I was going to a puppeteers conference, instead I could have used his DragonBorn Martial Skills.   I will write soon with my plans.   While here I think it best I simply be known by my Bosco the Clown street name.  But to you… I will always be, our beloved:&lt;br /&gt;
&lt;br /&gt;
Fred.  &lt;br /&gt;
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PS - I am hoping still to find a good place for street Burritos, but needless to say given the situation I am doing what I can to help.  I am getting in solid work outs. &lt;br /&gt;
&lt;br /&gt;
PPS -  I witnessed dozens of acts of bravery and heroics throughout these events, I am uncertain in many cases who exactly conducted them, nor their final fates - but perhaps I will one day know more and will share more.   I am certain every account you are hearing is different and filled with wonders.  I am uncertain if the full events of this strange day will ever be fully known.   &lt;br /&gt;
{{DISPLAYTITLE:&lt;br /&gt;
Letters Home to The Delvin - after the &amp;quot;Day of Insane Eruptions&amp;quot;&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Eromanoops</name></author>
	</entry>
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