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	<id>https://eliqueth.andrewwelch.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Abbey</id>
	<title>Eliqueth - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://eliqueth.andrewwelch.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Abbey"/>
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	<updated>2026-08-05T00:56:10Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.39.2</generator>
	<entry>
		<id>https://eliqueth.andrewwelch.net/index.php?title=The_Lazy_Snapdragon&amp;diff=477</id>
		<title>The Lazy Snapdragon</title>
		<link rel="alternate" type="text/html" href="https://eliqueth.andrewwelch.net/index.php?title=The_Lazy_Snapdragon&amp;diff=477"/>
		<updated>2026-07-25T09:46:16Z</updated>

		<summary type="html">&lt;p&gt;Abbey: /* Atmosphere and Appearance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Location ===&lt;br /&gt;
The Lazy Snapdragon is found close to the markets in the centre of [[Kyshe]], [[Liath]], making itself the social hub of the town and well-loved by locals and traveller&#039;s alike. The mural across the large front wall of the tavern is covered in painted flowers, making it very easy to spot by even the least observant visitor.&lt;br /&gt;
&lt;br /&gt;
=== Atmosphere and Appearance ===&lt;br /&gt;
This large, wooden building is two-stories tall and is the beating heart of Kyshe&#039;s social life with a beautiful field of wildflowers painted across the entire front wall, a vibrant display of the local flora in every colour possible. The door itself is dominated by a pair of painted snapdragons in a vivid purple and gold, both paintings are refreshed every few months by a local artist that the owner trades drinks with. The rest of the building, however, is showing its age. A weathered wooden sign swings above the door with a sleepy-looking dragon curled around a tankard painted in the same vivid style as the murals, and small, thick paned windows provide an obscured view of the inside. &lt;br /&gt;
&lt;br /&gt;
Inside, the vibrant colours continue into the building. Every table and chair is painted a different colour, nothing matches and the paint is chipped and worn, the tabletops and bar bear the scars of a thousand tankards. Nothing is new, but everything is cared for, repairs visible everywhere you look and love in every scratch and repair. The hearth dominates the back wall, a broad stone fireplace with a collection of mismatched tankards hanging above the mantle; these are the regulars&#039; mugs and it&#039;s considered a badge of honour to have your favourite tankard hung up. The bar runs along the left wall, with brightly painted shelves of bottles and a few barrels of the local brew. &lt;br /&gt;
&lt;br /&gt;
There are 4 different rooms available for hire, however this place is a tavern first, inn second so the rooms are still colourful, clean and comfortable, but minimal, they only have the essentials. Breakfast is available if patrons are downstairs early enough, and if any patrons take issue with the noise, the owner will return their money and send them off to the Dusklight&#039;s Hearth with a smile and a note of recommendation. &lt;br /&gt;
&lt;br /&gt;
=== Staff ===&lt;br /&gt;
&lt;br /&gt;
=== Stock ===&lt;br /&gt;
&lt;br /&gt;
=== Services ===&lt;br /&gt;
&lt;br /&gt;
=== Additional Entities and Interests ===&lt;/div&gt;</summary>
		<author><name>Abbey</name></author>
	</entry>
	<entry>
		<id>https://eliqueth.andrewwelch.net/index.php?title=The_Lazy_Snapdragon&amp;diff=476</id>
		<title>The Lazy Snapdragon</title>
		<link rel="alternate" type="text/html" href="https://eliqueth.andrewwelch.net/index.php?title=The_Lazy_Snapdragon&amp;diff=476"/>
		<updated>2026-07-24T10:38:53Z</updated>

		<summary type="html">&lt;p&gt;Abbey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Location ===&lt;br /&gt;
The Lazy Snapdragon is found close to the markets in the centre of [[Kyshe]], [[Liath]], making itself the social hub of the town and well-loved by locals and traveller&#039;s alike. The mural across the large front wall of the tavern is covered in painted flowers, making it very easy to spot by even the least observant visitor.&lt;br /&gt;
&lt;br /&gt;
=== Atmosphere and Appearance ===&lt;br /&gt;
This large, wooden building is two-stories tall, the heart of Kyshe &lt;br /&gt;
&lt;br /&gt;
=== Staff ===&lt;br /&gt;
&lt;br /&gt;
=== Stock ===&lt;br /&gt;
&lt;br /&gt;
=== Services ===&lt;br /&gt;
&lt;br /&gt;
=== Additional Entities and Interests ===&lt;/div&gt;</summary>
		<author><name>Abbey</name></author>
	</entry>
	<entry>
		<id>https://eliqueth.andrewwelch.net/index.php?title=The_Lazy_Snapdragon&amp;diff=475</id>
		<title>The Lazy Snapdragon</title>
		<link rel="alternate" type="text/html" href="https://eliqueth.andrewwelch.net/index.php?title=The_Lazy_Snapdragon&amp;diff=475"/>
		<updated>2026-07-24T09:51:24Z</updated>

		<summary type="html">&lt;p&gt;Abbey: Created page with &amp;quot;=== Location === The Lazy Snapdragon is found close to the markets, which is in the centre of Kyshe, Liath, making itself the social hub of the town and well-loved by locals and traveller&amp;#039;s alike. The mural across the large front wall of the tavern is covered in painted flowers, making it very easy to spot by even the least observant visitor.  === Atmosphere and Appearance === This large wooden building is a two-storey building, sitting on   === Staff ===  === St...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Location ===&lt;br /&gt;
The Lazy Snapdragon is found close to the markets, which is in the centre of [[Kyshe]], [[Liath]], making itself the social hub of the town and well-loved by locals and traveller&#039;s alike. The mural across the large front wall of the tavern is covered in painted flowers, making it very easy to spot by even the least observant visitor.&lt;br /&gt;
&lt;br /&gt;
=== Atmosphere and Appearance ===&lt;br /&gt;
This large wooden building is a two-storey building, sitting on &lt;br /&gt;
&lt;br /&gt;
=== Staff ===&lt;br /&gt;
&lt;br /&gt;
=== Stock ===&lt;br /&gt;
&lt;br /&gt;
=== Services ===&lt;br /&gt;
&lt;br /&gt;
=== Additional Entities and Interests ===&lt;/div&gt;</summary>
		<author><name>Abbey</name></author>
	</entry>
	<entry>
		<id>https://eliqueth.andrewwelch.net/index.php?title=Kyshe&amp;diff=474</id>
		<title>Kyshe</title>
		<link rel="alternate" type="text/html" href="https://eliqueth.andrewwelch.net/index.php?title=Kyshe&amp;diff=474"/>
		<updated>2026-07-24T08:13:45Z</updated>

		<summary type="html">&lt;p&gt;Abbey: /* Taverns */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Kyshe is a small town in the north of [[Liath]], north-west of [[Chidash]]&lt;br /&gt;
&lt;br /&gt;
=== Summary ===&lt;br /&gt;
Kyshe is the town north east of Chidash, settled amongst the flatlands in the northern side of Liath. It’s a small town, a couple of inns for weary travellers can be found, smaller businesses and a variety of craftsmens occupy the town. One of the noble families, the Wescott family, presides over Kyshe, ensuring the town is protected by the Eternal guard, collecting taxes and maintaining the peace. The Wescott family is very respected by the people of Kyshe, they’re often found amongst their people, just as likely to be on a first name basis with the barkeeps and craftsmen as anyone else in town. Kyshe has a very homely atmosphere, full of friendly faces and cheer, perhaps a bit too trusting of newcomers and travellers, but they know they have the Eternal guard and the Wescotts’ to keep them safe.&lt;br /&gt;
&lt;br /&gt;
=== Taverns ===&lt;br /&gt;
&lt;br /&gt;
==== [[The Lazy Snapdragon]] ====&lt;br /&gt;
- This large tavern is the beating heart of the city, a loud and colourful building near the markets, easily spotted by the large mural of a field of wildflowers across the front wall and the predominant snapdragons on the door. This tavern doesn&#039;t apologise for what it is, however any patrons who prefer a quieter location are redirected to the Dusklight.&lt;br /&gt;
&lt;br /&gt;
- The popular tavern in town, where the locals go and is often quite loud, they have rooms available sometimes, but send people to the Dusklight if people don&#039;t seem to appreciate the noise.&lt;br /&gt;
&lt;br /&gt;
- Simple wooden structure in the heart of the town, near the markets, known for the painted mural across the front of field of flowers and the predominant snapdragons on the door, repainted every few months.&lt;br /&gt;
&lt;br /&gt;
- Inside is quite colourful, painted chairs and tables but everything is old, chipped and repaired, it feels like a very loved tavern, the hearth crackling away in the colder seasons.&lt;br /&gt;
&lt;br /&gt;
- Owned by &#039;&#039;&#039;Bastion Kag&#039;&#039;&#039;, a human male with salt and pepper hair, a scar down his left, white eye and down his cheek, but a large grin as you approach, very friendly.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Joanne,&#039;&#039;&#039; a human female with deep red hair, young and a bit shy but warms up quickly, regulars are quite defensive of her if someone makes her feel unsafe or dangerous, part of why she&#039;s single.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Davril&#039;&#039;&#039;, a half-elf male, early signs of aging on his face but still a bright grin, chestnut brown hair in a half up style and a bun on the back of his head, speaks fondly of his wife (Immi) and young adult son (Darcy).&lt;br /&gt;
==== Dusklight&#039;s Hearth ====&lt;br /&gt;
- The quieter tavern, mostly used by travelers just looking for rest or a quiet meal on their journey, but no less friendly or warm.&lt;br /&gt;
&lt;br /&gt;
- A simple structure made up of logs and tree trunks with the &#039;Dusklight&#039;s Hearth&#039; carved above the ornately carved door.&lt;br /&gt;
&lt;br /&gt;
- Owned by &#039;&#039;&#039;Venetta&#039;&#039;&#039;, a short plus sized woman with curly black hair and a face full of freckles, she&#039;s very motherly towards everyone, regardless of their age, makes sure they&#039;re fed and warm.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Tomlin&#039;&#039;&#039;, Venetta&#039;s and Estelle&#039;s husband, a taller gentleman with short blonde hair, very sweet, often out the back cooking, not very chatty, often whittling a wooden project if not actively working.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Mianne&#039;&#039;&#039;, biological daughter of Venetta and Tomlin, Venetta is mum and Estelle is mama, about 6 years old, she has her mothers curly black hair, she&#039;s very sweet and will ask questions to anyone who looks interesting, but easy to scare.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Estelle&#039;&#039;&#039;, Venetta&#039;s and Tomlin&#039;s wife, wavy blonde hair in a ponytail, little bit less patience than her counterparts but hates seeing their generosity get taken advantage of.&lt;br /&gt;
&lt;br /&gt;
=== Shops ===&lt;br /&gt;
&lt;br /&gt;
==== An Endless Page ====&lt;br /&gt;
- A small store, a tad difficult to find as it&#039;s tucked away slightly but worth the trouble, stocks a few spell scrolls as well.&lt;br /&gt;
&lt;br /&gt;
- As you step inside the establishment, you can see shelves upon shelves of very neatly organised books across the whole store, taking up every wall and making aisles in the middle of the small shop, large creatures genuinely cannot maneuver further into the store&lt;br /&gt;
&lt;br /&gt;
-  &#039;&#039;&#039;Zyrus&#039;&#039;&#039;, a darker skinned human male with black hair tied into a top-knot, mid 20s or so, speaks very gently and pleasantly, enjoys sophistication and organization, get a bit shy if you ask about Tripp Wescott.&lt;br /&gt;
&lt;br /&gt;
==== Blacksmith ====&lt;br /&gt;
- A wooden and stone structure near the other shops, easily located by the sounds of a hammer on metal and the plume of smoke, able to provide products and repairs to the town, unnamed store.&lt;br /&gt;
&lt;br /&gt;
- Stepping inside, the smoke of the furnace fills your sinuses and you cough for a moment before you see the figure hunched over an anvil.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Bonk&#039;&#039;&#039;, a large bugbear with dark red fur covering his whole body and his large pointed ears flare up slightly, he&#039;s very gentle and speaks slowly but knows his way around the forge, the town is very defensive of him&lt;br /&gt;
&lt;br /&gt;
==== Bells and Whistles ====&lt;br /&gt;
- A tucked away shop near the town square, known for odds and ends and knick-knacks.&lt;br /&gt;
&lt;br /&gt;
- A solid wooden structure, even from the outside it looks very full and crammed together, but it still does not prepare you for the chaos inside, there is no semblance of organization   anywhere across the store that you can ascertain, just shelves everywhere filled with stuff.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Tezin&#039;&#039;&#039;, a short dark-brown haired harengon with tall ears that are kept down the back of his head, they perk up when he&#039;s surprised or excited, very gentle and excited to help, seems genuinely disappointed if he doesn&#039;t have what the customers are looking for.&lt;br /&gt;
&lt;br /&gt;
==== The Unlucky Chestnut ====&lt;br /&gt;
- The general supply store, providing the town with general and essential goods from the villages or the main town.&lt;br /&gt;
&lt;br /&gt;
- A small wooden structure, still prominent in the town with a wooden sign nailed above the door. &lt;br /&gt;
&lt;br /&gt;
- Usually one or two other customers in the store.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Thyme&#039;&#039;&#039;, a non-binary human with vibrant green curly hair down cut short, they took over the shop when the previous owner passed away, they&#039;re on the shorter side and very sweet, plays around with small cantrips occasionally.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Hanna&#039;&#039;&#039;, Thyme&#039;s best friend who helps them run the store, she&#039;s a tall human with very short black hair, very friendly and knows all the town gossip.&lt;br /&gt;
&lt;br /&gt;
=== Points of Interest ===&lt;br /&gt;
&lt;br /&gt;
==== Guard Station ====&lt;br /&gt;
- Found in the centre of town, easy to spot, home of the Eternal Guard in Kyshe.&lt;br /&gt;
&lt;br /&gt;
- Acts as an office for the Eternal Guard&#039;s Captain of Kyshe, bunks for the Guard and a few cells for when the time calls for it.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Captain Kaden Godfrey&#039;&#039;&#039;, a stoic older gentleman, his job is very important to him, salt and pepper hair and a few lines around his eyes show his age, likes to see things as very black and white.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Eternal Guard:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Ansell, Jacob, Eddie, Turner, Neve, Doreen, Bretta, Ivy&lt;br /&gt;
==== The Temple of Aelivia ====&lt;br /&gt;
- A carved white stone structure that&#039;s a small imitation of the temple in Chidash with two large coiled spires.&lt;br /&gt;
&lt;br /&gt;
- You walk into a large circular room with several tables and chairs around the outside of the room and the ceiling is painted to look like the sky, one half is daylight and the other half is night time, with the pinks and oranges of sunset in between.&lt;br /&gt;
&lt;br /&gt;
- There&#039;s a door that leads off into bunks and a bedroom for the Rector and other acolytes.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Fynn&#039;&#039;&#039;, a young human male, mid 20s, much younger than most Rectors but took the role after a short apprenticeship when the previous Rector passed away unfortunately, he&#039;s pretty average height with light brown hair, but with a very vibrant streak of white on his left side, a little timid while he&#039;s getting used to the role but is getting there.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Ify&#039;&#039;&#039;, an older female firbolg, taller than Fynn but much thinner, she has pale blue skin, her lavender hair has turned wiry in her old age so she keeps it short, her ears flop down on either side of her face, very friendly and eager to help, often encouraging Fynn to have faith in himself as well.&lt;br /&gt;
&lt;br /&gt;
==== Wescott House ====&lt;br /&gt;
- The largest house is owned and lived in by the Wescott family that presides over Kyshe, found not too far from the main square.&lt;br /&gt;
&lt;br /&gt;
- A mansion in comparison to most of the buildings, two stories made out of a very dark wood, the pillars by the front door are intricately carved, but it all looks a little worn and faded.&lt;br /&gt;
&lt;br /&gt;
- Inside is very comfortable but not overly lavish, and you can see that most of it is well used and worn, probably only replaced when necessary.&lt;br /&gt;
&lt;br /&gt;
- The Wescott family is very loved and well-respected by the town, they&#039;ve always appreciated the effort the Wescott&#039;s have made to be part of the town they run, not just looking from above.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Ami Wescott&#039;&#039;&#039;, a human female in her 50s or so, the roots of her black hair have the faintest hint of grey but that&#039;s the only sign of her age, she stands on the taller side of average with a very warm smile and bright green eyes, but is quite firm when the time comes to be serious.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Calvin Wescott&#039;&#039;&#039;, husband of Ami, passed away a few years ago from an illness, was known for his humour and ringing laughter, he was just as likely to be found in the tavern as the next man, and was on first name basis with every single person, he is sorely missed.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Nathan Wescott&#039;&#039;&#039;, the eldest son, mid 20s, has a mop of black hair that&#039;s often tied back in a small ponytail on the back of his head, sweet pale green eyes, and is eager to fill his father&#039;s shoes, taking lots of time to get to know everyone in town and truly understand them, but hopes that when he takes over from his mother, they&#039;ll see him as his own man.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Tripp Wescott&#039;&#039;&#039;, the youngest son, early 20s, keeps his curly black hair cut short, his bright blue eyes always observing carefully, definitely more studious than his older brother but doesn&#039;t mind being more hidden, often found at the book store if not at home.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Edaline&#039;&#039;&#039;, a woman in her late 30s, her blonde hair is braided tightly into a bun, very dark brown eyes, a bit timid and overly polite, referring to everyone as ma&#039;am, sir or friend, very sweet and happy to help.&lt;/div&gt;</summary>
		<author><name>Abbey</name></author>
	</entry>
	<entry>
		<id>https://eliqueth.andrewwelch.net/index.php?title=The_Stonefast_Infirmary&amp;diff=473</id>
		<title>The Stonefast Infirmary</title>
		<link rel="alternate" type="text/html" href="https://eliqueth.andrewwelch.net/index.php?title=The_Stonefast_Infirmary&amp;diff=473"/>
		<updated>2026-07-08T03:22:33Z</updated>

		<summary type="html">&lt;p&gt;Abbey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Location ===&lt;br /&gt;
The Stonefast Infirmary is located in [[Aerilon]], Joriah, this worn stone building can be found in The Hearth Tier, seeking a quieter but accessible location for locals and travellers alike. Serving as the only house of healing in the kingdom, it provides a safe space for all walks of life but as per their motto - We fix what&#039;s broken. The rest is up to you - they will not coddle you.&lt;br /&gt;
&lt;br /&gt;
=== Building ===&lt;br /&gt;
The infirmary is a large but modest stone building with a small second floor, light brown stone, corners near-rounded over time with white-washed wooden frames around the windows and door. Moss and vines have taken over the right side of the building and almost the entire roof, patches of grey tile through a sea of green leaves and large flowers. A heavy oak door is propped open with an iron doorstop shaped like a different animal each season, faded red text above the door reminding patrons of their motto.&lt;br /&gt;
&lt;br /&gt;
The main door leads into the Front Wing where there a 4 beds in a medium sized room, 2 on each wall, and benches along the front wall for patients waiting to be seen. Always bright and busy, lavender and vinegar in the air, this is where new patients are triaged and if possible, treated. The back wall is full of shelving and dried bundles of flowers and leaves hanging from the wall around a single door, the wooden shelving filled with jars and bottles of different shapes and sizes and colours.&lt;br /&gt;
&lt;br /&gt;
The back door leads into the Main Ward, a larger, L-shaped room with 6 beds and large curtains hanging from the ceiling in the main hall section, allowing the room to be sectioned off and give each bed privacy. This is for patients that need to stay longer than the day, separating them from the chaos of the Front Wing and encouraging rest. Dwarven runes for endurance and healing are etched into the stone walls and quiet music plays from an enchanted stone in the corner of the room. The room curves around to reveal a large, constantly burning hearth with several armchairs near the fire, along with a few tables and chairs. Patients well enough to walk gather here for meals and tea, or general company.&lt;br /&gt;
&lt;br /&gt;
Basement is filled with supplies and linens, garden out the back for herbs&lt;br /&gt;
&lt;br /&gt;
=== Staff ===&lt;/div&gt;</summary>
		<author><name>Abbey</name></author>
	</entry>
	<entry>
		<id>https://eliqueth.andrewwelch.net/index.php?title=The_Stonefast_Infirmary&amp;diff=472</id>
		<title>The Stonefast Infirmary</title>
		<link rel="alternate" type="text/html" href="https://eliqueth.andrewwelch.net/index.php?title=The_Stonefast_Infirmary&amp;diff=472"/>
		<updated>2026-07-08T02:45:25Z</updated>

		<summary type="html">&lt;p&gt;Abbey: /* Leadership */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Location ===&lt;br /&gt;
The Stonefast Infirmary is located in [[Aerilon]], Joriah, this worn stone building can be found in The Hearth Tier, seeking a quieter but accessible location for locals and travellers alike. Serving as the only house of healing in the kingdom, it provides a safe space for all walks of life but as per their motto - We fix what&#039;s broken. The rest is up to you - they will not coddle you.&lt;br /&gt;
&lt;br /&gt;
=== Building ===&lt;br /&gt;
The infirmary is a large but modest stone building with a small second floor, light brown stone, corners near-rounded over time with white-washed wooden frames around the windows and door. Moss and vines have taken over the right side of the building and almost the entire roof, patches of grey tile through a sea of green leaves and large flowers. A heavy oak door is propped open with an iron doorstop shaped like a different animal each season, faded red text above the door reminding patrons of their motto.&lt;br /&gt;
&lt;br /&gt;
The main door leads into the Front Wing where there a 4 beds in a medium sized room, 2 on each wall, and benches along the front wall for patients waiting to be seen. Always bright and busy, lavender and vinegar in the air, this is where new patients are triaged and if possible, treated. The back wall is full of shelving and dried bundles of flowers and leaves hanging from the wall around a single door, the wooden shelving filled with jars and bottles of different shapes and sizes and colours.&lt;br /&gt;
&lt;br /&gt;
The back door leads into the Main Ward, a larger, L-shaped room with 6 beds and large curtains hanging from the ceiling in the main hall section, allowing the room to be sectioned off and give each bed privacy. This is for patients that need to stay longer than the day, separating them from the chaos of the Front Wing and encouraging rest. Dwarven runes for endurance and healing are etched into the stone walls and quiet music plays from an enchanted stone in the corner of the room. The room curves around to reveal a large, constantly burning hearth with several armchairs near the fire, along with a few tables and chairs. Patients well enough to walk gather here for meals and tea, or general company.&lt;br /&gt;
&lt;br /&gt;
=== Staff ===&lt;/div&gt;</summary>
		<author><name>Abbey</name></author>
	</entry>
	<entry>
		<id>https://eliqueth.andrewwelch.net/index.php?title=Tradier%27s_Post_(Aerilon_Branch)&amp;diff=471</id>
		<title>Tradier&#039;s Post (Aerilon Branch)</title>
		<link rel="alternate" type="text/html" href="https://eliqueth.andrewwelch.net/index.php?title=Tradier%27s_Post_(Aerilon_Branch)&amp;diff=471"/>
		<updated>2026-07-08T02:44:02Z</updated>

		<summary type="html">&lt;p&gt;Abbey: /* Building */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Location ===&lt;br /&gt;
The city branch of the Tradiers in [[Aerilon]], [[Joriah]], is located in a large, five-story tower with two-story building attached, found towards the centre of the Sprawling Bazaar, the Tradier crest, a heater-style shield depicting a mountain with a crown above the peak, decorating all sides of the highest floor.&lt;br /&gt;
&lt;br /&gt;
=== Building ===&lt;br /&gt;
This large tower and building are built with thick grey stones, weathered by time as moss and ivy have long since established themselves as part of this structure having now covered just over half of the tower and most of the lower building. The top of the building doubles as a watch tower with an embattled parapet and several guards stationed at any given time. Narrow windows with iron reinforcements are built in at even intervals into the stone work, the outer doors are equally reinforced and decorated with iron embellishments and the crest.&lt;br /&gt;
&lt;br /&gt;
Entering the main hall inside the tower, the stone and ironwork continues in what would be a cold room if not for the hearth crackling behind a large desk attended by several staff to assist civilians. Large paintings of various Jorian landscapes and buildings adorn the walls alongside colourful banners and wall torches that keep the space warmly lit.&lt;br /&gt;
&lt;br /&gt;
Ground Floor (Tower):&lt;br /&gt;
&lt;br /&gt;
Main Hall&lt;br /&gt;
&lt;br /&gt;
Private Meeting Rooms&lt;br /&gt;
&lt;br /&gt;
Armoury&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First Floor (Tower):&lt;br /&gt;
&lt;br /&gt;
Lieutenants&#039; Offices&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Second Floor (Tower):&lt;br /&gt;
&lt;br /&gt;
Captain&#039;s Office&lt;br /&gt;
&lt;br /&gt;
Artifact and Enchanted Weapon Storage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Third Floor (Tower):&lt;br /&gt;
&lt;br /&gt;
Stairs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fourth Floor (Tower):&lt;br /&gt;
&lt;br /&gt;
Watch Tower&lt;br /&gt;
&lt;br /&gt;
Signal Platform&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Basement (Tower):&lt;br /&gt;
&lt;br /&gt;
Holding Cells&lt;br /&gt;
&lt;br /&gt;
Evidence Storage&lt;br /&gt;
&lt;br /&gt;
Records Archive&lt;br /&gt;
&lt;br /&gt;
Emergency Supplies&lt;br /&gt;
&lt;br /&gt;
Interrogation Room&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ground Floor (Building):&lt;br /&gt;
&lt;br /&gt;
Common Room&lt;br /&gt;
&lt;br /&gt;
Mess Hall&lt;br /&gt;
&lt;br /&gt;
Healer&#039;s Office&lt;br /&gt;
&lt;br /&gt;
First Floor (Building)&lt;br /&gt;
&lt;br /&gt;
Barracks&lt;br /&gt;
&lt;br /&gt;
Bathing Facilities&lt;br /&gt;
&lt;br /&gt;
Laundry and Maintenance &lt;br /&gt;
&lt;br /&gt;
=== Staff ===&lt;br /&gt;
&lt;br /&gt;
==== Chain of Command ====&lt;br /&gt;
Captain: Overall commander of Aerilon&#039;s guard force&lt;br /&gt;
&lt;br /&gt;
Lieutenants (3): Shift commanders (Dawn, Dusk, and Night watches)&lt;br /&gt;
&lt;br /&gt;
Sergeants (6): 2 per Squad, leaders overseeing patrols&lt;br /&gt;
&lt;br /&gt;
Regular Guards: The rank-and-file Tradiers&lt;br /&gt;
&lt;br /&gt;
Recruits: Trainees not yet full Tradiers&lt;br /&gt;
&lt;br /&gt;
==== People ====&lt;br /&gt;
&lt;br /&gt;
===== Leaders =====&lt;br /&gt;
&#039;&#039;&#039;Captain Morgrim Stonefist,&#039;&#039;&#039; a stoic male dwarf with dark red hair and a beard just past his chest that&#039;s streaked with grey. Deep brown eyes look calculating under thick bushy eyebrows and wrinkles are starting to settle in across his face. He has been the Captain of the Tradiers for 9 years, but has been working under the banner for about 40 years now, he is known for being pragmatic and well-respected, but gruff and firm.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lieutenant Gwendolyn Bright&#039;&#039;&#039;, Dawn Watch commander, a tall, sturdy human female in her 40s, long black hair kept in a low, tight bun with a fringe, not a single hair out of place. Her uniform and posture is meticulous and precise, her words carefully chosen and her work is just as pristinely organised. She is considered blunt and direct with her command, but as the Dawn Watch, her command signals the start of a new day and it&#039;s important to her that her guards are ready for whatever they may face.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lieutenant Hilda Goldbeard&#039;&#039;&#039;, Dusk Watch, a built female dwarf with tightly braided blonde hair pinned up and a short beard, braided with several silver beads. She used to work in the mines and is a bit rough around the edges, her uniform isn&#039;t perfect and she is not very eloquent but her passion and drive is unparalleled. She is casual with her command, especially compared to the other lieutenants and is more likely to be found drinking with her soldiers than any other leaders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lieutenant Seraphine Mistral&#039;&#039;&#039;, Half-elf, Night Watch, quiet but observant&lt;br /&gt;
&lt;br /&gt;
===== Front Desk =====&lt;br /&gt;
&#039;&#039;&#039;Mara&#039;&#039;&#039;, a shorter, lithe human female in her mid 50s, she has close-cropped silver streaked hair and sea green eyes, a quill, often forgotten is tucked behind her left ear and reading glasses hang from a cord around her neck. She is very precise in how she speaks, never rude but rarely warm. She is patient to a fault with honest confusion, but detest time wasters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Harg&#039;&#039;&#039;, a broad shouldered dwarf, getting on in his years but he keeps his grey hair very short and his brow is often furrowed over his light brown eyes, he has a rigid iron prosthetic in place of his left hand and he refuses to upgrade to something with some mobility. He is very fair in his work but immovable on procedure; he cannot be charmed, bribed or rushed. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primrose&#039;&#039;&#039;, a bright-eyed halfling with wild copper streaked hair pinned back by callipers and perpetual quill ink stains on the tips of her fingers. She speaks quickly and cheerfully, often appearing haphazard but she keeps meticulous records on all reports, merchants and visitors, accidentally creating what may be the most comprehensive intelligence network in the kingdom.&lt;br /&gt;
&lt;br /&gt;
=== Sectors ===&lt;br /&gt;
&lt;br /&gt;
==== Patrols ====&lt;br /&gt;
Tradiers that focus on the every day patrols and stations throughout the town, from watching and inspecting people passing through into the city, to walking routes through the Sprawling Bazaar&lt;br /&gt;
&lt;br /&gt;
==== Rapid Response ====&lt;br /&gt;
This unit is a mounted unit, designed for quick responses to emergency situations&lt;br /&gt;
&lt;br /&gt;
==== Investigation Unit ====&lt;br /&gt;
These Tradiers specialise in unsolved crimes, using deductive reasoning and usually an enchanted item or two to discover the truth.&lt;br /&gt;
&lt;br /&gt;
=== Trivia ===&lt;/div&gt;</summary>
		<author><name>Abbey</name></author>
	</entry>
	<entry>
		<id>https://eliqueth.andrewwelch.net/index.php?title=The_Stonefast_Infirmary&amp;diff=470</id>
		<title>The Stonefast Infirmary</title>
		<link rel="alternate" type="text/html" href="https://eliqueth.andrewwelch.net/index.php?title=The_Stonefast_Infirmary&amp;diff=470"/>
		<updated>2026-07-07T05:12:55Z</updated>

		<summary type="html">&lt;p&gt;Abbey: Created page with &amp;quot;=== Location === The Stonefast Infirmary is located in Aerilon, Joriah, this worn stone building can be found in The Hearth Tier, seeking a quieter but accessible location for locals and travellers alike. Serving as the only house of healing in the kingdom, it provides a safe space for all walks of life but as per their motto - We fix what&amp;#039;s broken. The rest is up to you - they will not coddle you.  === Building === The infirmary is a large but modest stone building...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Location ===&lt;br /&gt;
The Stonefast Infirmary is located in [[Aerilon]], Joriah, this worn stone building can be found in The Hearth Tier, seeking a quieter but accessible location for locals and travellers alike. Serving as the only house of healing in the kingdom, it provides a safe space for all walks of life but as per their motto - We fix what&#039;s broken. The rest is up to you - they will not coddle you.&lt;br /&gt;
&lt;br /&gt;
=== Building ===&lt;br /&gt;
The infirmary is a large but modest stone building with a small second floor, light brown stone, corners near-rounded over time with white-washed wooden frames around the windows and door. Moss and vines have taken over the right side of the building and almost the entire roof, patches of grey tile through a sea of green leaves and large flowers. A heavy oak door is propped open with an iron doorstop shaped like a different animal each season, faded red text above the door reminding patrons of their motto.&lt;br /&gt;
&lt;br /&gt;
=== Leadership ===&lt;/div&gt;</summary>
		<author><name>Abbey</name></author>
	</entry>
	<entry>
		<id>https://eliqueth.andrewwelch.net/index.php?title=The_Silver_Scale_Guild&amp;diff=469</id>
		<title>The Silver Scale Guild</title>
		<link rel="alternate" type="text/html" href="https://eliqueth.andrewwelch.net/index.php?title=The_Silver_Scale_Guild&amp;diff=469"/>
		<updated>2026-07-07T03:04:22Z</updated>

		<summary type="html">&lt;p&gt;Abbey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Location===&lt;br /&gt;
===Sectors===&lt;br /&gt;
====Arcane Association====&lt;br /&gt;
&lt;br /&gt;
=== Staff ===&lt;br /&gt;
&lt;br /&gt;
====Chain of Command====&lt;br /&gt;
Grand Merchant: Overhead of the guild&lt;br /&gt;
&lt;br /&gt;
The Silver Council: Senior members of the guild, overseeing a sector each&lt;br /&gt;
&lt;br /&gt;
Supervisors: 3 per sector&lt;br /&gt;
&lt;br /&gt;
Support Staff&lt;br /&gt;
&lt;br /&gt;
====People====&lt;br /&gt;
&lt;br /&gt;
===== Leaders =====&lt;br /&gt;
&#039;&#039;&#039;Grand Merchant Alistair Vance,&#039;&#039;&#039; A silver-haired aristocrat in his late 50s who speaks with measured precision and wears his wealth with understated elegance. He believes true power comes from controlling the flow of capital, not through crude force or deception.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Silver Master of Arcane Drake D&#039;Argent,&#039;&#039;&#039; an in his late 40s with silver-streaked dark hair meticulously styled, sharp aristocratic features, and piercing blue eyes that seem to analyze everything they see. He dresses in tailored silk robes of silver and deep blue, embroidered with subtle arcane sigils that glow faintly when he channels magic. He carries an elegant silver-tipped cane that doubles as his arcane focus, and wears several tasteful enchanted rings that mark his status as both noble and master enchanter.&lt;br /&gt;
&lt;br /&gt;
===== Front Desk =====&lt;br /&gt;
&#039;&#039;&#039;Zephyr&#039;&#039;&#039;, female tiefling, deep smoke-grey skin and small, swept-back horns lacquered a polished obsidian black. Her eyes are a steady amber-gold, and her dark hair is always pinned neatly beneath a silver clip shaped like a dragon scale. She works hard and keeps a very professional face at all times, prides herself on efficiency.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Finnian&#039;&#039;&#039;, male gnome, tands just under three feet tall with a mop of copper-red curls that bounce with his every step. He wears a fitted emerald vest over a white shirt, always immaculate despite his constant motion. A tiny brass name badge is pinned perfectly straight.&lt;br /&gt;
&lt;br /&gt;
===== Arcane Association =====&lt;br /&gt;
&#039;&#039;&#039;Seraphina Moonwhisper&#039;&#039;&#039; (Supervisor), Seraphina appears as an elegant high elf with silver-white hair styled in intricate braids, violet eyes that seem to shimmer with subtle enchantment, and aristocratic features. She dresses in flowing silks of muted silver and deep purple, always immaculately presented. Her movements are graceful and deliberate, her voice melodious yet commanding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Torrin Ironvein&#039;&#039;&#039; (Supervisor),a broad, low-slung dwarf with deep amber eyes that seem to assess structural weaknesses in everything they survey. His beard is like charcoal, tightly braided with small copper rune-rings woven throughout. His hands are perpetually stained with chalk-dust and warding reagents, and a hairline crack scar runs from his left brow to his jaw — a memento from a ward implosion decades past.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Valerius Darkholm&#039;&#039;&#039; (Supervisor),a lean man in his mid-fifties with close-cropped silver hair and a jaw like carved slate. His left eye is slightly paler than the right — almost white — an old injury that lends him an unsettling, asymmetric gaze. He dresses exclusively in charcoal grey and deep burgundy, always pressed, always precise.&lt;br /&gt;
&lt;br /&gt;
===Membership===&lt;br /&gt;
Entry is by invitation only, requiring both substantial wealth and social standing. Members pay annual dues of 5,000 gold pieces but gain access to exclusive trade networks and political connections.&lt;br /&gt;
&lt;br /&gt;
===Trivia===&lt;/div&gt;</summary>
		<author><name>Abbey</name></author>
	</entry>
	<entry>
		<id>https://eliqueth.andrewwelch.net/index.php?title=The_Copper_Coin_Collective&amp;diff=468</id>
		<title>The Copper Coin Collective</title>
		<link rel="alternate" type="text/html" href="https://eliqueth.andrewwelch.net/index.php?title=The_Copper_Coin_Collective&amp;diff=468"/>
		<updated>2026-07-07T03:03:25Z</updated>

		<summary type="html">&lt;p&gt;Abbey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Location===&lt;br /&gt;
The headquarters for this merchant guild can be found amongst the hustle and bustle of the centre of the Bazaar in [[Aerilon]], [[Joriah]], surrounded by shops and traders, it is a very large building with various offices, meeting rooms and research facilities. The outside looks large but not particularly ornate, however the impeccable brick exterior makes it incredibly unique to the area, the building looks roughly 5 or 6 stories tall but it&#039;s difficult to tell. The guild&#039;s emblem, a stack of coins with one coin leaning against the stack, carved into wood hangs above the door.&lt;br /&gt;
&lt;br /&gt;
Inside the first level is the front desk with a lovely attendant who can guide you to where you need to go, numerous small offices for various conversations and the kitchen and cleaning facilities.&lt;br /&gt;
===Sectors===&lt;br /&gt;
====Artificer&#039;s Consortium====&lt;br /&gt;
Underground in very well protected dug out rooms is the magic research and development sector of the collective, which can be reached from a door that looks no different to the other office doors on the ground floor, opening to a descending stair case lit by crystals embedded into the wall, casting out a gentle white light.&lt;br /&gt;
&lt;br /&gt;
Projects:&lt;br /&gt;
&lt;br /&gt;
- Enchanted trade carts that can levitate over rough terrain and automatons to assist with loading and unloading goods.&lt;br /&gt;
&lt;br /&gt;
- Large arcane constructs that can assist with heavy lifting and supplies transport, in tandem with Yne&lt;br /&gt;
===Staff===&lt;br /&gt;
&lt;br /&gt;
==== Chain of Command ====&lt;br /&gt;
Grandmaster: Overhead of the guild&lt;br /&gt;
&lt;br /&gt;
The Copper Chiefs: Senior members of the guild, overseeing a sector each&lt;br /&gt;
&lt;br /&gt;
Supervisors: 3 per sector&lt;br /&gt;
&lt;br /&gt;
Support Staff&lt;br /&gt;
&lt;br /&gt;
==== People ====&lt;br /&gt;
&lt;br /&gt;
===== Leaders =====&lt;br /&gt;
&#039;&#039;&#039;Copper Chief Master Artificer Thalmaris Gearwright&#039;&#039;&#039;, an elder gnome with an insatiable curiosity and a mind brimming with ideas, he has wiry white hair that&#039;s usually mostly tied back, although there&#039;s some parts of his hair that didn&#039;t quite make into the tie. Thalmaris leads the Consortium with a focus on collaboration and creativity.&lt;br /&gt;
&lt;br /&gt;
===== Front Desk =====&lt;br /&gt;
&#039;&#039;&#039;Mariselle&#039;&#039;&#039;, a human female in her early 30s, she has auburn hair that&#039;s neatly pinned into a half up style and sweet but discerning blue eyes, she wears a tailored uniform with the guild&#039;s emblem on the blazer. She adores her job and maintains a very courteous and efficient demeanour, managing enquiries, scheduling appointments and keeping the guild&#039;s operations running smoothly, she has a keen memory for names and faces and has a deep love for calligraphy, she keeps a small collection of exotic quills and inks at her desk.&lt;br /&gt;
&lt;br /&gt;
===== Artificer&#039;s Consortium =====&lt;br /&gt;
&#039;&#039;&#039;Archivist Elenor Brightspark&#039;&#039;&#039;, a human with a sharp intellect and a meticulous nature. Elenor is responsible for cataloging inventions and ensuring the knowledge is preserved for future generations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Field Researcher Kael Windrider&#039;&#039;&#039;, an adventurous half-elf who tests new creations in real-world scenarios. Kael&#039;s reports provide invaluable insights into the practical applications of the Consortium&#039;s inventions.&lt;br /&gt;
===Membership===&lt;br /&gt;
===Trivia===&lt;/div&gt;</summary>
		<author><name>Abbey</name></author>
	</entry>
	<entry>
		<id>https://eliqueth.andrewwelch.net/index.php?title=The_Sorcerer%27s_Herald_(Aerilon_Branch)&amp;diff=467</id>
		<title>The Sorcerer&#039;s Herald (Aerilon Branch)</title>
		<link rel="alternate" type="text/html" href="https://eliqueth.andrewwelch.net/index.php?title=The_Sorcerer%27s_Herald_(Aerilon_Branch)&amp;diff=467"/>
		<updated>2026-07-07T03:02:19Z</updated>

		<summary type="html">&lt;p&gt;Abbey: /* Structure */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Location ===&lt;br /&gt;
The [[Aerilon]] branch of [[The Sorcerer&#039;s Herald]] in [[Joriah]] is a large, pristine building with a tall, spindle like tower with a large white crystal on top, located in The Hearth Tier, seeking a location with less noise than somewhere like the Bazaar. The Sorcerer&#039;s Herald crest, an open book with a crystal sitting in the centre, hangs above the door.&lt;br /&gt;
&lt;br /&gt;
=== Building ===&lt;br /&gt;
This very large, two-story building has immaculate white stucco walls with large windows that appear to be enchanted to prevent people from being able to look in, while occasionally displaying their most recent announcement or article. The large doors are bright red to match the red in their crest that hangs above the entry, an open book with a red cover, with a large, white crystal sitting atop the pages. A large aerial landing pad is built on top of the dark roof with an exterior staircase that exits next to the building, and a 100 metre tall, impossibly thin tower protrudes from the roof, with a large white crystal being held aloft.&lt;br /&gt;
&lt;br /&gt;
Entering the building leads to a small lobby, the white stucco continues but now covered in script, making the walls look like a large pages from a tome, decorated with framed articles and a few paintings of people although you don&#039;t recognise them. An ornate wooden desk is towards the back of the room attended by a staff member on soft, carpeted floors.&lt;br /&gt;
&lt;br /&gt;
Ground Floor:&lt;br /&gt;
&lt;br /&gt;
Lobby&lt;br /&gt;
&lt;br /&gt;
Editorial Offices&lt;br /&gt;
&lt;br /&gt;
Common Area&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Second Floor:&lt;br /&gt;
&lt;br /&gt;
Branch Director&#039;s Office&lt;br /&gt;
&lt;br /&gt;
Arcane Workshop&lt;br /&gt;
&lt;br /&gt;
Fact-Weaver&#039;s Sanctum - Three elderly sisters (hags? nobody asks) who cross-reference every story against local folklore for hidden truths&lt;br /&gt;
&lt;br /&gt;
Echo Chamber - The walls are lined with sound-absorbing moss and enchanted crystals that capture and replay conversations. Echo-Lens Viewing Areas: For reviewing events that occurred up to 24 hours earlier in specific locations.&lt;br /&gt;
&lt;br /&gt;
Stairs to the Roof&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Roof:&lt;br /&gt;
&lt;br /&gt;
Aerial Landing Pad - For aerial messengers to deliver and receive reports&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Basement: &lt;br /&gt;
&lt;br /&gt;
Crystal Network Hub - A room filled with naturally occurring magical crystals that resonate with geological activity, allowing monitoring of earthquakes, avalanches, and underground movements.&lt;br /&gt;
&lt;br /&gt;
=== Staff ===&lt;br /&gt;
&lt;br /&gt;
==== Chain of Command ====&lt;br /&gt;
Editor-in-Chief: Located at the Herald&#039;s Headquarters, has the final word on all matters &lt;br /&gt;
&lt;br /&gt;
Deputy Editor: Located at the Herald&#039;s Headquarters &lt;br /&gt;
&lt;br /&gt;
Branch Director: Manages one branch of The Herald &lt;br /&gt;
&lt;br /&gt;
Editorial Supervisor (3): Oversees day to day management and information &lt;br /&gt;
&lt;br /&gt;
Editors and Field Correspondents: &lt;br /&gt;
&lt;br /&gt;
Support Staff: &lt;br /&gt;
&lt;br /&gt;
==== People ====&lt;br /&gt;
&lt;br /&gt;
===== Leaders =====&lt;br /&gt;
&#039;&#039;&#039;Borin Stonehammer&#039;&#039;&#039; (Branch Director), dwarf former mining engineer turned investigative journalist&lt;br /&gt;
&lt;br /&gt;
===== Editors and Field Correspondents =====&lt;br /&gt;
&#039;&#039;&#039;Huiel Highpeak&#039;&#039;&#039; (Field Correspondent), an aarakocra with royal blue plumage, he has a small crown-like crest sits atop his peacock-like face and beak, wearing a red waistcoat that holds his quill and parchment tools of his trade. His wings are nestled behind him and his tail feathers are neatly folded, following his path like a veil. He is a very chirpy person, like to make people feel comfortable and encourage them to talk more&lt;br /&gt;
&lt;br /&gt;
===== Front Desk =====&lt;br /&gt;
&#039;&#039;&#039;Horace&#039;&#039;&#039;, a tall dark-grey skinned goliath with black dreadlocks tied back loosely with a leather tie, he has two tattooed stripes on both cheeks, streaking down his face and continuing down his neck past the collar of a clean, white button up shirt. He does not mind a conversation, but will try to keep it short and to the point without being rude and can come across as a bit blunt&lt;/div&gt;</summary>
		<author><name>Abbey</name></author>
	</entry>
	<entry>
		<id>https://eliqueth.andrewwelch.net/index.php?title=Tradier%27s_Post_(Aerilon_Branch)&amp;diff=466</id>
		<title>Tradier&#039;s Post (Aerilon Branch)</title>
		<link rel="alternate" type="text/html" href="https://eliqueth.andrewwelch.net/index.php?title=Tradier%27s_Post_(Aerilon_Branch)&amp;diff=466"/>
		<updated>2026-07-07T03:01:48Z</updated>

		<summary type="html">&lt;p&gt;Abbey: /* Leadership */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Location ===&lt;br /&gt;
The city branch of the Tradiers in [[Aerilon]], [[Joriah]], is located in a large, five-story tower with two-story building attached, found towards the centre of the Sprawling Bazaar, the Tradier crest, a heater-style shield depicting a mountain with a crown above the peak, decorating all sides of the highest floor.&lt;br /&gt;
&lt;br /&gt;
=== Building ===&lt;br /&gt;
This large tower and building are built with thick grey stones, weathered by time as moss and ivy have long since established themselves as part of this structure having now covered just over half of the tower and most of the lower building. The top of the building doubles as a watch tower with an embattled parapet and several guards stationed at any given time. Narrow windows with iron reinforcements are built in at even intervals into the stone work, the outer doors are equally reinforced and decorated with iron embellishments and the crest.&lt;br /&gt;
&lt;br /&gt;
Entering the main hall inside the tower, the stone and ironwork continues in what would be a cold room if not for the hearth crackling behind a large desk attended by several staff to assist civilians. Large paintings of various Jorian landscapes and buildings adorn the walls alongside colourful banners and wall torches that keep the space warmly lit.&lt;br /&gt;
&lt;br /&gt;
Ground Floor (Tower):&lt;br /&gt;
&lt;br /&gt;
Main Hall&lt;br /&gt;
&lt;br /&gt;
Private Meeting Rooms&lt;br /&gt;
&lt;br /&gt;
Armoury&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First Floor (Tower):&lt;br /&gt;
&lt;br /&gt;
Lieutenants&#039; Offices&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Second Floor (Tower):&lt;br /&gt;
&lt;br /&gt;
Captain&#039;s Office&lt;br /&gt;
&lt;br /&gt;
Artifact and Enchanted Weapon Storage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Third Floor (Tower):&lt;br /&gt;
&lt;br /&gt;
Stairs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fourth Floor (Tower):&lt;br /&gt;
&lt;br /&gt;
Watch Tower&lt;br /&gt;
&lt;br /&gt;
Signal Platform&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Basement (Tower):&lt;br /&gt;
&lt;br /&gt;
Holding Cells&lt;br /&gt;
&lt;br /&gt;
Evidence Storage&lt;br /&gt;
&lt;br /&gt;
Records Archive&lt;br /&gt;
&lt;br /&gt;
Emergency Supplies&lt;br /&gt;
&lt;br /&gt;
Interrogation Room&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ground Floor (Building):&lt;br /&gt;
&lt;br /&gt;
Common Room&lt;br /&gt;
&lt;br /&gt;
Mess Hall&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First Floor (Building)&lt;br /&gt;
&lt;br /&gt;
Barracks&lt;br /&gt;
&lt;br /&gt;
Bathing Facilities&lt;br /&gt;
&lt;br /&gt;
Laundry and Maintenance &lt;br /&gt;
&lt;br /&gt;
=== Staff ===&lt;br /&gt;
&lt;br /&gt;
==== Chain of Command ====&lt;br /&gt;
Captain: Overall commander of Aerilon&#039;s guard force&lt;br /&gt;
&lt;br /&gt;
Lieutenants (3): Shift commanders (Dawn, Dusk, and Night watches)&lt;br /&gt;
&lt;br /&gt;
Sergeants (6): 2 per Squad, leaders overseeing patrols&lt;br /&gt;
&lt;br /&gt;
Regular Guards: The rank-and-file Tradiers&lt;br /&gt;
&lt;br /&gt;
Recruits: Trainees not yet full Tradiers&lt;br /&gt;
&lt;br /&gt;
==== People ====&lt;br /&gt;
&lt;br /&gt;
===== Leaders =====&lt;br /&gt;
&#039;&#039;&#039;Captain Morgrim Stonefist,&#039;&#039;&#039; a stoic male dwarf with dark red hair and a beard just past his chest that&#039;s streaked with grey. Deep brown eyes look calculating under thick bushy eyebrows and wrinkles are starting to settle in across his face. He has been the Captain of the Tradiers for 9 years, but has been working under the banner for about 40 years now, he is known for being pragmatic and well-respected, but gruff and firm.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lieutenant Gwendolyn Bright&#039;&#039;&#039;, Dawn Watch commander, a tall, sturdy human female in her 40s, long black hair kept in a low, tight bun with a fringe, not a single hair out of place. Her uniform and posture is meticulous and precise, her words carefully chosen and her work is just as pristinely organised. She is considered blunt and direct with her command, but as the Dawn Watch, her command signals the start of a new day and it&#039;s important to her that her guards are ready for whatever they may face.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lieutenant Hilda Goldbeard&#039;&#039;&#039;, Dusk Watch, a built female dwarf with tightly braided blonde hair pinned up and a short beard, braided with several silver beads. She used to work in the mines and is a bit rough around the edges, her uniform isn&#039;t perfect and she is not very eloquent but her passion and drive is unparalleled. She is casual with her command, especially compared to the other lieutenants and is more likely to be found drinking with her soldiers than any other leaders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lieutenant Seraphine Mistral&#039;&#039;&#039;, Half-elf, Night Watch, quiet but observant&lt;br /&gt;
&lt;br /&gt;
===== Front Desk =====&lt;br /&gt;
&#039;&#039;&#039;Mara&#039;&#039;&#039;, a shorter, lithe human female in her mid 50s, she has close-cropped silver streaked hair and sea green eyes, a quill, often forgotten is tucked behind her left ear and reading glasses hang from a cord around her neck. She is very precise in how she speaks, never rude but rarely warm. She is patient to a fault with honest confusion, but detest time wasters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Harg&#039;&#039;&#039;, a broad shouldered dwarf, getting on in his years but he keeps his grey hair very short and his brow is often furrowed over his light brown eyes, he has a rigid iron prosthetic in place of his left hand and he refuses to upgrade to something with some mobility. He is very fair in his work but immovable on procedure; he cannot be charmed, bribed or rushed. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primrose&#039;&#039;&#039;, a bright-eyed halfling with wild copper streaked hair pinned back by callipers and perpetual quill ink stains on the tips of her fingers. She speaks quickly and cheerfully, often appearing haphazard but she keeps meticulous records on all reports, merchants and visitors, accidentally creating what may be the most comprehensive intelligence network in the kingdom.&lt;br /&gt;
&lt;br /&gt;
=== Sectors ===&lt;br /&gt;
&lt;br /&gt;
==== Patrols ====&lt;br /&gt;
Tradiers that focus on the every day patrols and stations throughout the town, from watching and inspecting people passing through into the city, to walking routes through the Sprawling Bazaar&lt;br /&gt;
&lt;br /&gt;
==== Rapid Response ====&lt;br /&gt;
This unit is a mounted unit, designed for quick responses to emergency situations&lt;br /&gt;
&lt;br /&gt;
==== Investigation Unit ====&lt;br /&gt;
These Tradiers specialise in unsolved crimes, using deductive reasoning and usually an enchanted item or two to discover the truth.&lt;br /&gt;
&lt;br /&gt;
=== Trivia ===&lt;/div&gt;</summary>
		<author><name>Abbey</name></author>
	</entry>
	<entry>
		<id>https://eliqueth.andrewwelch.net/index.php?title=The_Sorcerer%27s_Herald_(Aerilon_Branch)&amp;diff=465</id>
		<title>The Sorcerer&#039;s Herald (Aerilon Branch)</title>
		<link rel="alternate" type="text/html" href="https://eliqueth.andrewwelch.net/index.php?title=The_Sorcerer%27s_Herald_(Aerilon_Branch)&amp;diff=465"/>
		<updated>2026-07-07T02:59:47Z</updated>

		<summary type="html">&lt;p&gt;Abbey: /* Leaders: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Location ===&lt;br /&gt;
The [[Aerilon]] branch of [[The Sorcerer&#039;s Herald]] in [[Joriah]] is a large, pristine building with a tall, spindle like tower with a large white crystal on top, located in The Hearth Tier, seeking a location with less noise than somewhere like the Bazaar. The Sorcerer&#039;s Herald crest, an open book with a crystal sitting in the centre, hangs above the door.&lt;br /&gt;
&lt;br /&gt;
=== Building ===&lt;br /&gt;
This very large, two-story building has immaculate white stucco walls with large windows that appear to be enchanted to prevent people from being able to look in, while occasionally displaying their most recent announcement or article. The large doors are bright red to match the red in their crest that hangs above the entry, an open book with a red cover, with a large, white crystal sitting atop the pages. A large aerial landing pad is built on top of the dark roof with an exterior staircase that exits next to the building, and a 100 metre tall, impossibly thin tower protrudes from the roof, with a large white crystal being held aloft.&lt;br /&gt;
&lt;br /&gt;
Entering the building leads to a small lobby, the white stucco continues but now covered in script, making the walls look like a large pages from a tome, decorated with framed articles and a few paintings of people although you don&#039;t recognise them. An ornate wooden desk is towards the back of the room attended by a staff member on soft, carpeted floors.&lt;br /&gt;
&lt;br /&gt;
Ground Floor:&lt;br /&gt;
&lt;br /&gt;
Lobby&lt;br /&gt;
&lt;br /&gt;
Editorial Offices&lt;br /&gt;
&lt;br /&gt;
Common Area&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Second Floor:&lt;br /&gt;
&lt;br /&gt;
Branch Director&#039;s Office&lt;br /&gt;
&lt;br /&gt;
Arcane Workshop&lt;br /&gt;
&lt;br /&gt;
Fact-Weaver&#039;s Sanctum - Three elderly sisters (hags? nobody asks) who cross-reference every story against local folklore for hidden truths&lt;br /&gt;
&lt;br /&gt;
Echo Chamber - The walls are lined with sound-absorbing moss and enchanted crystals that capture and replay conversations. Echo-Lens Viewing Areas: For reviewing events that occurred up to 24 hours earlier in specific locations.&lt;br /&gt;
&lt;br /&gt;
Stairs to the Roof&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Roof:&lt;br /&gt;
&lt;br /&gt;
Aerial Landing Pad - For aerial messengers to deliver and receive reports&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Basement: &lt;br /&gt;
&lt;br /&gt;
Crystal Network Hub - A room filled with naturally occurring magical crystals that resonate with geological activity, allowing monitoring of earthquakes, avalanches, and underground movements.&lt;br /&gt;
&lt;br /&gt;
=== Leadership ===&lt;br /&gt;
&lt;br /&gt;
==== Structure ====&lt;br /&gt;
Editor-in-Chief: Located at the Herald&#039;s Headquarters, has the final word on all matters &lt;br /&gt;
&lt;br /&gt;
Deputy Editor: Located at the Herald&#039;s Headquarters &lt;br /&gt;
&lt;br /&gt;
Branch Director: Manages one branch of The Herald &lt;br /&gt;
&lt;br /&gt;
Editorial Supervisor (3): Oversees day to day management and information &lt;br /&gt;
&lt;br /&gt;
Editors and Field Correspondents: &lt;br /&gt;
&lt;br /&gt;
Support Staff: &lt;br /&gt;
&lt;br /&gt;
==== Staff ====&lt;br /&gt;
&lt;br /&gt;
===== Leaders =====&lt;br /&gt;
&#039;&#039;&#039;Borin Stonehammer&#039;&#039;&#039; (Branch Director), dwarf former mining engineer turned investigative journalist&lt;br /&gt;
&lt;br /&gt;
===== Editors and Field Correspondents =====&lt;br /&gt;
&#039;&#039;&#039;Huiel Highpeak&#039;&#039;&#039; (Field Correspondent), an aarakocra with royal blue plumage, he has a small crown-like crest sits atop his peacock-like face and beak, wearing a red waistcoat that holds his quill and parchment tools of his trade. His wings are nestled behind him and his tail feathers are neatly folded, following his path like a veil. He is a very chirpy person, like to make people feel comfortable and encourage them to talk more&lt;br /&gt;
&lt;br /&gt;
===== Front Desk =====&lt;br /&gt;
&#039;&#039;&#039;Horace&#039;&#039;&#039;, a tall dark-grey skinned goliath with black dreadlocks tied back loosely with a leather tie, he has two tattooed stripes on both cheeks, streaking down his face and continuing down his neck past the collar of a clean, white button up shirt. He does not mind a conversation, but will try to keep it short and to the point without being rude and can come across as a bit blunt&lt;/div&gt;</summary>
		<author><name>Abbey</name></author>
	</entry>
	<entry>
		<id>https://eliqueth.andrewwelch.net/index.php?title=Aerilon&amp;diff=464</id>
		<title>Aerilon</title>
		<link rel="alternate" type="text/html" href="https://eliqueth.andrewwelch.net/index.php?title=Aerilon&amp;diff=464"/>
		<updated>2026-07-07T01:53:47Z</updated>

		<summary type="html">&lt;p&gt;Abbey: /* The Hearth Tier */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Aerilon is the capital city of [[Joriah]], a kingdom of [[Norlaria]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Aerilon is a city built at the base of the Attleholm Peaks, it is the hub for trade and business across the continent with a view of the ocean in the distance. The Sprawling Bazaar is the entrance into this city, a market unlike anywhere else on the continent and what is most likely the most diverse gathering of people that most will ever see; all businesses, stalls and traders make their living here in these winding, worn streets, including craftsmen and taverns. Moving closer to and up the mountain, various ramps, lifts and staircases will take people to The Hearth Tier, where the people of Aerilon reside, built into the slope of the mountain itself. These roads are filled with all kinds of residences, some appear to be built on top of each other, others have enough room to build a fence around their home and it&#039;s difficult to tell if the space correlates to wealth. Moving upwards again, a single large staircase leads to the highest point of Aerilon where the royal family of Joriah and the nobles reside in The Mercantile Estate. The large mansion built into the mountainside houses the Merchant-King and his family but also his advisors and their families, the estate was designed to be approachable by the denizens of the kingdom, not to put up walls and divide the governing body from their people.&lt;br /&gt;
&lt;br /&gt;
== Localities ==&lt;br /&gt;
&lt;br /&gt;
=== The Sprawling Bazaar ===&lt;br /&gt;
The Sprawling Bazaar is the entrance to Aerilon, welcoming you into the bustling clutches of this city with it&#039;s many traders, stalls, shops and sourceless music. All of the businesses within the city trade here, including traders and importers of goods from other kingdoms. The various shapes and sizes of businesses fill what feels like miles of winding roads, some areas consist of many, many tents and umbrellas set up in close quarters with each other, others are brick and mortar buildings with grand frontages and window displays, some towering up to the sky with 3, 4, 5 levels filled with shops.&lt;br /&gt;
&lt;br /&gt;
==== [[Celestia&#039;s Curiosities]] (Magic Shop) ====&lt;br /&gt;
- Located towards the center of the Sprawling Bazaar, this three-story shop stands tall between several smaller buildings, it appears to be painted a deep deep blue with glittering crystals on the outside to appear like the night sky full of stars. This is the largest magic shop within Aerilon, but not the only way to purchase magical products.&lt;br /&gt;
&lt;br /&gt;
==== [[Nectar Nook Bakery]] ====&lt;br /&gt;
- This quaint bakery is found amongst the bustling shops in the Bazaar, a brick and mortar shop painted in varying shades of yellow and amber, a pastel yellow and white striped awning provides some shade above the entrance to one of the most unique appearing shops in the area, the smell of bread and sugar fills the street in the early mornings.&lt;br /&gt;
&lt;br /&gt;
==== [[Sanguine Exchange (Aerilon Branch)]] (Blood Donation) ====&lt;br /&gt;
- Found towards the back of the Bazaar, an impossibly white building stands out between two non-descript shopfronts as the Jorian branch of the Sanguine Exchange, a business found across the continent that allows adventurers and desperate souls alike to donate their blood or life force for immediate coin.&lt;br /&gt;
&lt;br /&gt;
==== [[The Copper Coin Collective]] (Merchant Guild) ====&lt;br /&gt;
- The headquarters for this merchant guild can be found in the centre of the Bazaar, surrounded by the shops and traders they support. The very large stone building decorated with gold trim is hard to miss, and is home to the various sectors of the guild, including offices, research facilities and support for all kinds of merchants.&lt;br /&gt;
&lt;br /&gt;
==== [[The Mountain&#039;s Mug]] (Tavern) ====&lt;br /&gt;
- Found in the center of the Bazaar indicated by a large, worn sign of a tankard on the side of the old stone building with a sprawling collection of tents extending their seating for patrons, this tavern and inn is the hub for locals, traders and travelers alike and has plenty of room for lodging.&lt;br /&gt;
&lt;br /&gt;
==== [[The Silver Scale Guild]] (Merchant Guild) ====&lt;br /&gt;
- The headquarters for this upper crust merchant guild can be found away from the hustle and bustle of the market towards the mountain, a marble structure with silver and platinum trim, an ornate entrance and large marble statues guard the door to this high end guild, providing offices, facilities and support to their members.&lt;br /&gt;
&lt;br /&gt;
==== [[The Steel and Stein]] (Tavern) ====&lt;br /&gt;
- Located towards the edge of town, this uninviting and lackluster tavern and inn can provide a cheap overnight stay or a shady meeting place for those surreptitious meetings. Owned and run by Rurik, a conversation adverse male dwarf, this tavern is also a safe house and one of several entrances to The Shadow Veil&#039;s underground hideout&lt;br /&gt;
&lt;br /&gt;
==== [[The Velvet Curtain]] (Theatre) ====&lt;br /&gt;
- Found within the Bazaar, close to the mountain, this opulent theatre is a place for art and entertainments for travellers and locals alike and is known for an eclectic mix of shows, ranging from local aspiring performers to travelling elite. Owned and operated by Lady Ariadne, a passionate elf with an eye for talent and a skill for business and her extremely loyal crew.&lt;br /&gt;
&lt;br /&gt;
==== [[The Whispering Teapot]] (Tavern) ====&lt;br /&gt;
- This quaint and quiet tavern is towards the edge of the Bazaar, it doesn&#039;t stand out and can be difficult to find if the street is too busy but the locals know this place and enjoy the escape it brings from the bustle of city life, follow the smell of good food and you&#039;ll probably find it.&lt;br /&gt;
&lt;br /&gt;
==== [[Tradier&#039;s Post (Aerilon Branch)]] ====&lt;br /&gt;
- The Tradier&#039;s Post in the city, a large, five-story tower made from the natural stone from the mountain, located close to the centre of the Sprawling Bazaar to ensure they are easy to locate by locals and tourists alike. An embattled parapet crowns the tower, serving as a watch post.&lt;br /&gt;
&lt;br /&gt;
=== The Hearth Tier ===&lt;br /&gt;
The Hearth Tier is home to the citizens that live within the city&#039;s walls; some business owners may live in the Sprawling Bazaar but the majority of the city folk live in this tier. Various homes and residences follow the mountain path, some buildings almost perched on top of each other, some are taller buildings that house several families, some homes have enough space to build a fence around their property, however with only a brief glance, it&#039;s difficult to determine if this is a matter of wealth.&lt;br /&gt;
&lt;br /&gt;
==== Hope&#039;s Hearth Sanctuary ====&lt;br /&gt;
- The city orphanage, located in what looks like a cluster of buildings on top of each other, it&#039;s difficult to miss as the pale stone walls are almost always covered in chalk drawings from the children.&lt;br /&gt;
&lt;br /&gt;
- The inside is kept clean and looked after, nothing looks broken or dirty beyond what you might expect in a building of children, the ground floor is the play area, kitchen, dining room and a few offices, the upper 3 floors are bedrooms for the children and guardians.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Matron Aria&#039;&#039;&#039;, the main guardian and caretaker of the sanctuary, it&#039;s difficult to determine her age. Her silver hair is always in a neat bun, deep green eyes that hold a calm and quiet authority and a soothing voice, her unwavering dedication to the children is well-known by the city, she keeps everything running smoothly and provides a warm and loving environment to nurture those in her care. She is a half elf but it&#039;s impossible to tell as her ears look human, and is a low level wizard.&lt;br /&gt;
&lt;br /&gt;
==== [[The Sorcerer&#039;s Herald (Aerilon Branch)]] ====&lt;br /&gt;
- The Jorian branch of the Sorcerer&#039;s Herald located in The Hearth Tier, seeking reprieve from the noise of the Bazaar but still being accessible for the locals, the immaculately clean building is easy to locate due to the aerial landing pad on the roof, and a large, spindle-like tower that holds a large white crystal.&lt;br /&gt;
&lt;br /&gt;
==== [[The Stonefast Infirmary]] ====&lt;br /&gt;
- The home of healing and health located in The Hearth Tier, combining the divine power of healing and regeneration with herbalism and tea. They do not turn any patient away, regardless of their background or payment however they are known for being pragmatic and honest about their work.&lt;br /&gt;
&lt;br /&gt;
=== The Mercantile Estate ===&lt;br /&gt;
The Mercantile Estate is the highest level in Aerilon, consisting of a large mansion, half of which has been built into carved out sections of the mountain itself. The Merchant-King and his family live here, along with the current advisors and their families; while the estate is guarded, access is not restricted and the populace are welcome to visit and speak to the royal family or their advisors, if they have the time. &lt;br /&gt;
&lt;br /&gt;
=== Other Points of Interest ===&lt;br /&gt;
&lt;br /&gt;
==== [[The Glimmer Market]] ====&lt;br /&gt;
- This market takes place for a week every 3rd full Lutris moon, starting the night of the full moon, operating at night out of stalls they borrow from the daytime businesses. Coin is not your standard currency here, and chances are you will see items or opportunities you&#039;ve never seen before.&lt;br /&gt;
&lt;br /&gt;
== Society ==&lt;br /&gt;
&lt;br /&gt;
=== Demographics ===&lt;br /&gt;
&lt;br /&gt;
=== Notable People ===&lt;br /&gt;
&lt;br /&gt;
==== Ironthane family ====&lt;br /&gt;
A large merchant family that has strong connections in Yne, regularly able to locate and supply ores, metals and minerals to Aerilon&lt;br /&gt;
&lt;br /&gt;
The Ironthanes have 7 children, the older siblings are already in the process of learning or participating in the business, there isn&#039;t much the younger siblings can do than to work for the company, or attempt to branch out and find their own path&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;/div&gt;</summary>
		<author><name>Abbey</name></author>
	</entry>
	<entry>
		<id>https://eliqueth.andrewwelch.net/index.php?title=Tradier%27s_Post_(Aerilon_Branch)&amp;diff=463</id>
		<title>Tradier&#039;s Post (Aerilon Branch)</title>
		<link rel="alternate" type="text/html" href="https://eliqueth.andrewwelch.net/index.php?title=Tradier%27s_Post_(Aerilon_Branch)&amp;diff=463"/>
		<updated>2026-07-07T01:25:38Z</updated>

		<summary type="html">&lt;p&gt;Abbey: /* Leaders */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Location ===&lt;br /&gt;
The city branch of the Tradiers in [[Aerilon]], [[Joriah]], is located in a large, five-story tower with two-story building attached, found towards the centre of the Sprawling Bazaar, the Tradier crest, a heater-style shield depicting a mountain with a crown above the peak, decorating all sides of the highest floor.&lt;br /&gt;
&lt;br /&gt;
=== Building ===&lt;br /&gt;
This large tower and building are built with thick grey stones, weathered by time as moss and ivy have long since established themselves as part of this structure having now covered just over half of the tower and most of the lower building. The top of the building doubles as a watch tower with an embattled parapet and several guards stationed at any given time. Narrow windows with iron reinforcements are built in at even intervals into the stone work, the outer doors are equally reinforced and decorated with iron embellishments and the crest.&lt;br /&gt;
&lt;br /&gt;
Entering the main hall inside the tower, the stone and ironwork continues in what would be a cold room if not for the hearth crackling behind a large desk attended by several staff to assist civilians. Large paintings of various Jorian landscapes and buildings adorn the walls alongside colourful banners and wall torches that keep the space warmly lit.&lt;br /&gt;
&lt;br /&gt;
Ground Floor (Tower):&lt;br /&gt;
&lt;br /&gt;
Main Hall&lt;br /&gt;
&lt;br /&gt;
Private Meeting Rooms&lt;br /&gt;
&lt;br /&gt;
Armoury&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First Floor (Tower):&lt;br /&gt;
&lt;br /&gt;
Lieutenants&#039; Offices&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Second Floor (Tower):&lt;br /&gt;
&lt;br /&gt;
Captain&#039;s Office&lt;br /&gt;
&lt;br /&gt;
Artifact and Enchanted Weapon Storage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Third Floor (Tower):&lt;br /&gt;
&lt;br /&gt;
Stairs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fourth Floor (Tower):&lt;br /&gt;
&lt;br /&gt;
Watch Tower&lt;br /&gt;
&lt;br /&gt;
Signal Platform&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Basement (Tower):&lt;br /&gt;
&lt;br /&gt;
Holding Cells&lt;br /&gt;
&lt;br /&gt;
Evidence Storage&lt;br /&gt;
&lt;br /&gt;
Records Archive&lt;br /&gt;
&lt;br /&gt;
Emergency Supplies&lt;br /&gt;
&lt;br /&gt;
Interrogation Room&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ground Floor (Building):&lt;br /&gt;
&lt;br /&gt;
Common Room&lt;br /&gt;
&lt;br /&gt;
Mess Hall&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First Floor (Building)&lt;br /&gt;
&lt;br /&gt;
Barracks&lt;br /&gt;
&lt;br /&gt;
Bathing Facilities&lt;br /&gt;
&lt;br /&gt;
Laundry and Maintenance &lt;br /&gt;
&lt;br /&gt;
=== Leadership ===&lt;br /&gt;
&lt;br /&gt;
==== Structure ====&lt;br /&gt;
Captain: Overall commander of Aerilon&#039;s guard force&lt;br /&gt;
&lt;br /&gt;
Lieutenants (3): Shift commanders (Dawn, Dusk, and Night watches)&lt;br /&gt;
&lt;br /&gt;
Sergeants (6): 2 per Squad, leaders overseeing patrols&lt;br /&gt;
&lt;br /&gt;
Regular Guards: The rank-and-file Tradiers&lt;br /&gt;
&lt;br /&gt;
Recruits: Trainees not yet full Tradiers&lt;br /&gt;
&lt;br /&gt;
==== Staff ====&lt;br /&gt;
&lt;br /&gt;
===== Leaders =====&lt;br /&gt;
&#039;&#039;&#039;Captain Morgrim Stonefist,&#039;&#039;&#039; a stoic male dwarf with dark red hair and a beard just past his chest that&#039;s streaked with grey. Deep brown eyes look calculating under thick bushy eyebrows and wrinkles are starting to settle in across his face. He has been the Captain of the Tradiers for 9 years, but has been working under the banner for about 40 years now, he is known for being pragmatic and well-respected, but gruff and firm.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lieutenant Gwendolyn Bright&#039;&#039;&#039;, Dawn Watch commander, a tall, sturdy human female in her 40s, long black hair kept in a low, tight bun with a fringe, not a single hair out of place. Her uniform and posture is meticulous and precise, her words carefully chosen and her work is just as pristinely organised. She is considered blunt and direct with her command, but as the Dawn Watch, her command signals the start of a new day and it&#039;s important to her that her guards are ready for whatever they may face.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lieutenant Hilda Goldbeard&#039;&#039;&#039;, Dusk Watch, a built female dwarf with tightly braided blonde hair pinned up and a short beard, braided with several silver beads. She used to work in the mines and is a bit rough around the edges, her uniform isn&#039;t perfect and she is not very eloquent but her passion and drive is unparalleled. She is casual with her command, especially compared to the other lieutenants and is more likely to be found drinking with her soldiers than any other leaders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lieutenant Seraphine Mistral&#039;&#039;&#039;, Half-elf, Night Watch, quiet but observant&lt;br /&gt;
&lt;br /&gt;
===== Front Desk =====&lt;br /&gt;
&#039;&#039;&#039;Mara&#039;&#039;&#039;, a shorter, lithe human female in her mid 50s, she has close-cropped silver streaked hair and sea green eyes, a quill, often forgotten is tucked behind her left ear and reading glasses hang from a cord around her neck. She is very precise in how she speaks, never rude but rarely warm. She is patient to a fault with honest confusion, but detest time wasters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Harg&#039;&#039;&#039;, a broad shouldered dwarf, getting on in his years but he keeps his grey hair very short and his brow is often furrowed over his light brown eyes, he has a rigid iron prosthetic in place of his left hand and he refuses to upgrade to something with some mobility. He is very fair in his work but immovable on procedure; he cannot be charmed, bribed or rushed. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primrose&#039;&#039;&#039;, a bright-eyed halfling with wild copper streaked hair pinned back by callipers and perpetual quill ink stains on the tips of her fingers. She speaks quickly and cheerfully, often appearing haphazard but she keeps meticulous records on all reports, merchants and visitors, accidentally creating what may be the most comprehensive intelligence network in the kingdom.&lt;br /&gt;
&lt;br /&gt;
=== Sectors ===&lt;br /&gt;
&lt;br /&gt;
==== Patrols ====&lt;br /&gt;
Tradiers that focus on the every day patrols and stations throughout the town, from watching and inspecting people passing through into the city, to walking routes through the Sprawling Bazaar&lt;br /&gt;
&lt;br /&gt;
==== Rapid Response ====&lt;br /&gt;
This unit is a mounted unit, designed for quick responses to emergency situations&lt;br /&gt;
&lt;br /&gt;
==== Investigation Unit ====&lt;br /&gt;
These Tradiers specialise in unsolved crimes, using deductive reasoning and usually an enchanted item or two to discover the truth.&lt;br /&gt;
&lt;br /&gt;
=== Trivia ===&lt;/div&gt;</summary>
		<author><name>Abbey</name></author>
	</entry>
	<entry>
		<id>https://eliqueth.andrewwelch.net/index.php?title=Tradier%27s_Post_(Aerilon_Branch)&amp;diff=462</id>
		<title>Tradier&#039;s Post (Aerilon Branch)</title>
		<link rel="alternate" type="text/html" href="https://eliqueth.andrewwelch.net/index.php?title=Tradier%27s_Post_(Aerilon_Branch)&amp;diff=462"/>
		<updated>2026-07-06T02:01:49Z</updated>

		<summary type="html">&lt;p&gt;Abbey: /* Front Desk */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Location ===&lt;br /&gt;
The city branch of the Tradiers in [[Aerilon]], [[Joriah]], is located in a large, five-story tower with two-story building attached, found towards the centre of the Sprawling Bazaar, the Tradier crest, a heater-style shield depicting a mountain with a crown above the peak, decorating all sides of the highest floor.&lt;br /&gt;
&lt;br /&gt;
=== Building ===&lt;br /&gt;
This large tower and building are built with thick grey stones, weathered by time as moss and ivy have long since established themselves as part of this structure having now covered just over half of the tower and most of the lower building. The top of the building doubles as a watch tower with an embattled parapet and several guards stationed at any given time. Narrow windows with iron reinforcements are built in at even intervals into the stone work, the outer doors are equally reinforced and decorated with iron embellishments and the crest.&lt;br /&gt;
&lt;br /&gt;
Entering the main hall inside the tower, the stone and ironwork continues in what would be a cold room if not for the hearth crackling behind a large desk attended by several staff to assist civilians. Large paintings of various Jorian landscapes and buildings adorn the walls alongside colourful banners and wall torches that keep the space warmly lit.&lt;br /&gt;
&lt;br /&gt;
Ground Floor (Tower):&lt;br /&gt;
&lt;br /&gt;
Main Hall&lt;br /&gt;
&lt;br /&gt;
Private Meeting Rooms&lt;br /&gt;
&lt;br /&gt;
Armoury&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First Floor (Tower):&lt;br /&gt;
&lt;br /&gt;
Lieutenants&#039; Offices&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Second Floor (Tower):&lt;br /&gt;
&lt;br /&gt;
Captain&#039;s Office&lt;br /&gt;
&lt;br /&gt;
Artifact and Enchanted Weapon Storage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Third Floor (Tower):&lt;br /&gt;
&lt;br /&gt;
Stairs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fourth Floor (Tower):&lt;br /&gt;
&lt;br /&gt;
Watch Tower&lt;br /&gt;
&lt;br /&gt;
Signal Platform&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Basement (Tower):&lt;br /&gt;
&lt;br /&gt;
Holding Cells&lt;br /&gt;
&lt;br /&gt;
Evidence Storage&lt;br /&gt;
&lt;br /&gt;
Records Archive&lt;br /&gt;
&lt;br /&gt;
Emergency Supplies&lt;br /&gt;
&lt;br /&gt;
Interrogation Room&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ground Floor (Building):&lt;br /&gt;
&lt;br /&gt;
Common Room&lt;br /&gt;
&lt;br /&gt;
Mess Hall&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First Floor (Building)&lt;br /&gt;
&lt;br /&gt;
Barracks&lt;br /&gt;
&lt;br /&gt;
Bathing Facilities&lt;br /&gt;
&lt;br /&gt;
Laundry and Maintenance &lt;br /&gt;
&lt;br /&gt;
=== Leadership ===&lt;br /&gt;
&lt;br /&gt;
==== Structure ====&lt;br /&gt;
Captain: Overall commander of Aerilon&#039;s guard force&lt;br /&gt;
&lt;br /&gt;
Lieutenants (3): Shift commanders (Dawn, Dusk, and Night watches)&lt;br /&gt;
&lt;br /&gt;
Sergeants (6): 2 per Squad, leaders overseeing patrols&lt;br /&gt;
&lt;br /&gt;
Regular Guards: The rank-and-file Tradiers&lt;br /&gt;
&lt;br /&gt;
Recruits: Trainees not yet full Tradiers&lt;br /&gt;
&lt;br /&gt;
==== Staff ====&lt;br /&gt;
&lt;br /&gt;
===== Leaders =====&lt;br /&gt;
&#039;&#039;&#039;Captain Morgrim Stonefist,&#039;&#039;&#039; a stoic male dwarf with dark red hair and a beard just past his chest that&#039;s streaked with grey. Deep brown eyes look calculating under thick bushy eyebrows and wrinkles are starting to settle in across his face. He has been the Captain of the Tradiers for 9 years, but has been working under the banner for about 40 years now, he is known for being pragmatic and well-respected, but gruff and firm.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lieutenant Gwendolyn Bright&#039;&#039;&#039;,  Human, Dawn Watch commander, a human female in her 40s, long black hair kept in a low, tight bun with a fringe, not a single hair out of place. Her uniform and posture is meticulous and precise, her words carefully chosen and her work is just as pristinely organised. She is considered blunt and direct with her command, but as the Dawn Watch, her command signals the start of a new day and it&#039;s important to her that her guards are ready for whatever they may face.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lieutenant Hilda Goldbeard&#039;&#039;&#039;, Dwarf, Dusk Watch, former miner turned guard&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lieutenant Seraphine Mistral&#039;&#039;&#039;, Half-elf, Night Watch, quiet but observant&lt;br /&gt;
&lt;br /&gt;
===== Front Desk =====&lt;br /&gt;
&#039;&#039;&#039;Mara&#039;&#039;&#039;, a shorter, lithe human female in her mid 50s, she has close-cropped silver streaked hair and sea green eyes, a quill, often forgotten is tucked behind her left ear and reading glasses hang from a cord around her neck. She is very precise in how she speaks, never rude but rarely warm. She is patient to a fault with honest confusion, but detest time wasters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Harg&#039;&#039;&#039;, a broad shouldered dwarf, getting on in his years but he keeps his grey hair very short and his brow is often furrowed over his light brown eyes, he has a rigid iron prosthetic in place of his left hand and he refuses to upgrade to something with some mobility. He is very fair in his work but immovable on procedure; he cannot be charmed, bribed or rushed. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primrose&#039;&#039;&#039;, a bright-eyed halfling with wild copper streaked hair pinned back by callipers and perpetual quill ink stains on the tips of her fingers. She speaks quickly and cheerfully, often appearing haphazard but she keeps meticulous records on all reports, merchants and visitors, accidentally creating what may be the most comprehensive intelligence network in the kingdom.&lt;br /&gt;
&lt;br /&gt;
=== Sectors ===&lt;br /&gt;
&lt;br /&gt;
==== Patrols ====&lt;br /&gt;
Tradiers that focus on the every day patrols and stations throughout the town, from watching and inspecting people passing through into the city, to walking routes through the Sprawling Bazaar&lt;br /&gt;
&lt;br /&gt;
==== Rapid Response ====&lt;br /&gt;
This unit is a mounted unit, designed for quick responses to emergency situations&lt;br /&gt;
&lt;br /&gt;
==== Investigation Unit ====&lt;br /&gt;
These Tradiers specialise in unsolved crimes, using deductive reasoning and usually an enchanted item or two to discover the truth.&lt;br /&gt;
&lt;br /&gt;
=== Trivia ===&lt;/div&gt;</summary>
		<author><name>Abbey</name></author>
	</entry>
	<entry>
		<id>https://eliqueth.andrewwelch.net/index.php?title=Eliqueth&amp;diff=461</id>
		<title>Eliqueth</title>
		<link rel="alternate" type="text/html" href="https://eliqueth.andrewwelch.net/index.php?title=Eliqueth&amp;diff=461"/>
		<updated>2026-06-29T07:20:25Z</updated>

		<summary type="html">&lt;p&gt;Abbey: /* Andrew */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Eliqueth is a fantasy world created by some dumbass who doesn&#039;t have the time to be world building but did it anyway and now finds it simultaneously stress inducing and stress relieving.&lt;br /&gt;
&lt;br /&gt;
Eliqueth exists on the Material plane.&lt;br /&gt;
&lt;br /&gt;
=== [[Things to create]] ===&lt;br /&gt;
&lt;br /&gt;
== History==&lt;br /&gt;
&#039;&#039;→ Main article: [[History of Eliqueth]]&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
==Calendar==&lt;br /&gt;
→ &#039;&#039;Main article: [[Calendar of Eliqueth]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An Eliquethian year lasts 325 days across 5 seasons. A day is 24 hours length and a week is 8 days.&lt;br /&gt;
&lt;br /&gt;
==Geographical Characteristics==&lt;br /&gt;
&lt;br /&gt;
===Continents ===&lt;br /&gt;
There are X continents on Eliqueth.&lt;br /&gt;
&lt;br /&gt;
==== Norlaria ====&lt;br /&gt;
&#039;&#039;→ Main article: [[Norlaria]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Norlaria is a northern continent with 13 established kingdoms and 12 cities. It&#039;s a mostly temperate continent but the southern kingdoms are considered sub-tropical.&lt;br /&gt;
&lt;br /&gt;
* [[Dorse Isles]]&lt;br /&gt;
* [[Elere]]&lt;br /&gt;
* [[Folitera]]&lt;br /&gt;
* [[Joriah]]&lt;br /&gt;
* [[Liath]]&lt;br /&gt;
* [[Quint]]&lt;br /&gt;
* [[Riadin]]&lt;br /&gt;
* [[Solenth]]&lt;br /&gt;
* [[Syndon]]&lt;br /&gt;
* [[Thenatere]]&lt;br /&gt;
*[[Thydle]]&lt;br /&gt;
* [[Vandoc East]]&lt;br /&gt;
* [[Vandoc West]]&lt;br /&gt;
* [[Yne]]&lt;br /&gt;
[[Thalassos]]&lt;br /&gt;
&lt;br /&gt;
[[The Faire]]&lt;br /&gt;
&lt;br /&gt;
[[The Sorcerer&#039;s Herald]] &lt;br /&gt;
&lt;br /&gt;
=== Oceans ===&lt;br /&gt;
&lt;br /&gt;
==== Ellismar Sea ====&lt;br /&gt;
Found to the north-east of Norlaria, but is rarely travelled due to the growing maelstrom&lt;br /&gt;
&lt;br /&gt;
==== Preslin Ocean ====&lt;br /&gt;
Found to the south-west of Norlaria&lt;br /&gt;
&lt;br /&gt;
=== Underdark ===&lt;br /&gt;
&lt;br /&gt;
== Satellites ==&lt;br /&gt;
Eliqueth has two moons, Lutris and Beltia.&lt;br /&gt;
&lt;br /&gt;
=== Lutris ===&lt;br /&gt;
&#039;&#039;→ Main article: [[Lutris]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lutris is the larger and closer moon to Eliqueth, appearing white-ish/yellow-ish in the sky with a cycle of 26 days from full moon to full moon.&lt;br /&gt;
&lt;br /&gt;
=== Beltia ===&lt;br /&gt;
&#039;&#039;→ Main article: [[Beltia]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Beltia is slightly smaller than Lutris, but appears to be much smaller as it is much further away from Eliqueth. Beltia is a pale blue colour, making it harder to spot while it&#039;s waxing and waning during its 156 day cycle. As Beltia is much further away, lycanthropy and tides are unaffected by this moon.&lt;br /&gt;
&lt;br /&gt;
== Pantheon and Religion ==&lt;br /&gt;
&#039;&#039;→ Main article: [[Pantheon and Religion]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A number of deities and gods reside over Eliqueth, some preside together over certain kingdoms in the form of organised religion, but worship of most of the gods, even the Unfavoured, can be found everywhere.&lt;br /&gt;
&lt;br /&gt;
In Norlaria, most of the deities have been formed into religions based on a group of the gods, or worshipped individually, while worship of the Unfavoured is frowned upon.&lt;/div&gt;</summary>
		<author><name>Abbey</name></author>
	</entry>
	<entry>
		<id>https://eliqueth.andrewwelch.net/index.php?title=Fidget_Fiddlewrench&amp;diff=460</id>
		<title>Fidget Fiddlewrench</title>
		<link rel="alternate" type="text/html" href="https://eliqueth.andrewwelch.net/index.php?title=Fidget_Fiddlewrench&amp;diff=460"/>
		<updated>2026-06-29T07:20:10Z</updated>

		<summary type="html">&lt;p&gt;Abbey: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Abbey</name></author>
	</entry>
	<entry>
		<id>https://eliqueth.andrewwelch.net/index.php?title=Quent%27azir&amp;diff=459</id>
		<title>Quent&#039;azir</title>
		<link rel="alternate" type="text/html" href="https://eliqueth.andrewwelch.net/index.php?title=Quent%27azir&amp;diff=459"/>
		<updated>2026-06-29T07:19:57Z</updated>

		<summary type="html">&lt;p&gt;Abbey: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Abbey</name></author>
	</entry>
	<entry>
		<id>https://eliqueth.andrewwelch.net/index.php?title=The_Glimmer_Market&amp;diff=458</id>
		<title>The Glimmer Market</title>
		<link rel="alternate" type="text/html" href="https://eliqueth.andrewwelch.net/index.php?title=The_Glimmer_Market&amp;diff=458"/>
		<updated>2026-06-28T07:29:23Z</updated>

		<summary type="html">&lt;p&gt;Abbey: /* Stalls */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Location ===&lt;br /&gt;
The Glimmer Market is held in [[Aerilon]], [[Joriah]] for a week, beginning on every third Lutris full moon and operating from dusk till dawn out of stalls where the daytime owners have closed up for the night. This sea of colourful market stalls is lit up by lanterns and contains rare and unique products available for more than just coin.&lt;br /&gt;
&lt;br /&gt;
=== Atmosphere and Appearance ===&lt;br /&gt;
This market brings the colour and delight of the Sprawling Bazaar during the day into the night, lit up by a full moon, dancing lights and uniquely designed lanterns for each open stall. It can vary between 20-50 open stalls, some permanent residents are there every market selling their wares, others may appear for one or two markets and then disappear for a year before returning again, meaning every time someone attends The Glimmer Market, there could be something new. The lanterns are specially designed for every merchant, stained glass candle holders to match the seller and their wares, and a lit lantern means the stall is open, the merchant is present and the deals honoured. An unlit lantern means the stall is closed, no exceptions, there is no haggling through the dark. &lt;br /&gt;
&lt;br /&gt;
The market sells everything that fits in the space between legal and forgotten; curiosities, secrets, knowledge and magic, coin will only go so far. Most stalls trade in things that will benefit their shop, such as a stall that trades in gossip and knowledge will share more information if the patron can share something new with the merchant in return. It is no wonder why this market is as popular as it is, drawing crowds from near and far searching for what they think they are missing every opening night. Sourceless music plays, orbs of light float just out of reach and the smell of cooking meat dominates the area; there is no other market like this in Norlaria. &lt;br /&gt;
&lt;br /&gt;
The lanterns themselves are custom made with the merchant and their wares in mind and are part of the registration process to sell at the Glimmer Market. They are all made by the same artisans, a family of glass-blowers that have lived in Aerilon for generations and keep a small stall at the market themselves; The Gritwicks. They meet every merchant wanting to participate in the Glimmer Market and create their lantern, their permission to trade. The Gritwicks place a small enchantment on each lantern so it lights up when the sun sets and the market begins, and dulls at sunrise, signalling the market end.  &lt;br /&gt;
&lt;br /&gt;
The Lightkeepers are the market&#039;s guard, and are the final word on any disputes. They walk the platforms in pairs, settle disputes, and collect the market&#039;s cut. They don&#039;t carry weapons. They don&#039;t need to. Everyone in the Glimmer Market knows that a Lightkeeper&#039;s word is the difference between a stall and an empty patch of boards. &lt;br /&gt;
&lt;br /&gt;
=== Stalls ===&lt;br /&gt;
&lt;br /&gt;
==== Soot and Stem ====&lt;br /&gt;
A stall covered in tinctures, salves and poultices in small clay pots sealed with wax, surrounded with a light coloured smoke from small cauldron held over a brazier behind the counter. &lt;br /&gt;
&lt;br /&gt;
The owner is only known as Granny, and her remedies actually work and can brew fresh batches on the spot if needed; Her burn salve is the best in the city and her sleeping draught could put anyone down for exactly 6 hours. Thanks to her trade, she always knows who&#039;s injured and sick.&lt;br /&gt;
&lt;br /&gt;
Products can be purchased for coin or ingredients she can&#039;t find or grow herself, but is open to other trades.&lt;br /&gt;
&lt;br /&gt;
==== The Turned Page ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Turned Page&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Merchant: A nervous young man named Orin who inherited the stall from his uncle and still hasn&#039;t figured out how to run it. He sells books — used, rare, occasionally cursed. His uncle&#039;s system was meticulous. Orin&#039;s is a disaster. Half the inventory isn&#039;t labeled. A third of it is in languages he can&#039;t read. Two books in the back stack hum when the market gets quiet.&lt;br /&gt;
&lt;br /&gt;
What he actually sells: Knowledge, mostly. Histories. Maps. One shelf of spellbooks he&#039;s too afraid to price. He&#039;ll sell anything on the table, but if you ask about the locked trunk under the cart, he gets twitchy. That&#039;s his uncle&#039;s personal collection. He hasn&#039;t opened it.&lt;br /&gt;
&lt;br /&gt;
Hook potential: The locked trunk. Or the book someone keeps coming back for that Orin swears he already sold three times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Bell &amp;amp; Bite&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Merchant: A husband-and-wife team, Tomas and Lira. Tomas cooks. Lira serves. Their stall is a portable kitchen — iron griddle, hanging pots, a counter of worn wood where customers eat standing up. They sell fried dough, spiced meat on skewers, and a soup that changes nightly based on what Lira found at the morning market.&lt;br /&gt;
&lt;br /&gt;
What they actually sell: Food and gossip. Lira hears everything. The stall is positioned at a platform crossroads, and people talk while they eat. Tomas keeps his head down and cooks. Lira remembers every word.&lt;br /&gt;
&lt;br /&gt;
Hook potential: Lira knows who&#039;s new, who&#039;s nervous, and who&#039;s been asking questions they shouldn&#039;t be asking. She&#039;ll share for free if she likes you. If she doesn&#039;t, the soup costs double.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Echo Booth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Merchant: No one. The stall has no merchant. It&#039;s a small wooden booth with a curtain across the front and a sign that reads Leave what you carry. Take what you find. Inside: a single shelf displaying objects — a child&#039;s shoe, a broken compass, a locket that won&#039;t open, a letter in a language no one in Aerilon speaks. Each object has a price carved into the shelf beneath it, but the prices don&#039;t make sense. The shoe costs &amp;quot;the name of your first regret.&amp;quot; The compass costs &amp;quot;three notes of a song you&#039;ve forgotten.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
What it actually sells: Unclear. People leave things and take things. The objects change. The Tollkeepers have tried to remove the booth twice. It was back by the next bell both times. They&#039;ve stopped trying.&lt;br /&gt;
&lt;br /&gt;
Hook potential: Someone left something there they shouldn&#039;t have. Or someone took something and it&#039;s changing them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Weight of Coin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Merchant: A dwarf named Bram Korr, former accountant for the Silver Scale Guild who quit when he realized he was better at predicting markets than serving them. He runs a small exchange stall — currency conversion, debt valuation, contract review. His real trade is information. He can tell you what anything in the market is actually worth, including things that don&#039;t have a price.&lt;br /&gt;
&lt;br /&gt;
What he actually sells: Certainty. Bram keeps a ledger of every transaction he witnesses. He knows who&#039;s overpaying, who&#039;s desperate, and who&#039;s about to go under. He&#039;ll share for a fee. He&#039;ll share more if you bring him something he doesn&#039;t already know.&lt;br /&gt;
&lt;br /&gt;
Hook potential: Bram&#039;s ledger has a gap — a transaction he can&#039;t explain. Or someone wants him to stop watching.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Wax &amp;amp; Wick&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Merchant: Selene, a candlemaker who lost her voice to a fever years ago. She communicates by writing on a slate, and she never hurries. Her stall is a forest of hanging candles — tall tapers, fat pillars, votives in colored glass. Some are scented. Some are not. All of them burn longer than they should.&lt;br /&gt;
&lt;br /&gt;
What she actually sells: Candles, yes. But each one is poured with a specific intention. A green candle for someone who needs courage. A black one for someone who needs to be forgotten. She doesn&#039;t explain this. She just watches you until you pick the right one, then nods. Her candles have a habit of finding the people who need them, even if those people didn&#039;t buy them.&lt;br /&gt;
&lt;br /&gt;
Hook potential: Someone bought a candle meant for someone else, and the wrong person&#039;s life just changed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Gilded Cage&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Merchant: A former menagerie keeper named Vesper, who looks like she hasn&#039;t slept since the last age. She sells small, strange animals in wicker cages — a lizard that changes color to match your mood, a songbird that only sings when it rains, a beetle whose shell reflects starlight even underground. She treats every sale like an adoption. She&#039;ll refuse a buyer if she doesn&#039;t like their hands.&lt;br /&gt;
&lt;br /&gt;
What she actually sells: Companions with a catch. The lizard gets attached and won&#039;t leave your shoulder. The songbird predicts storms three days early. The beetle&#039;s shell shows you things you&#039;d rather not see — faces, places, moments that haven&#039;t happened yet. Vesper doesn&#039;t warn people. She thinks they should figure it out themselves.&lt;br /&gt;
&lt;br /&gt;
Hook potential: One of her creatures escaped. It&#039;s loose in the market. It&#039;s not harmless.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Last Stitch&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Merchant: Mira, a seamstress who works by lantern light with a needle so fine you can barely see it. She mends things. Clothes, mostly — tears, worn elbows, missing buttons — but she&#039;ll also mend sails, book bindings, and once, famously, a broken heart. She doesn&#039;t mean the metaphor. She stitched a tear in a man&#039;s chest where grief had physically split him open. He paid in silence and walked away whole.&lt;br /&gt;
&lt;br /&gt;
What she actually sells: Repair. Not restoration — she can&#039;t make something new again — but she can close what&#039;s open. The price depends on the damage. Clothes cost coin. Deeper tears cost something else. She doesn&#039;t talk while she works. She hums.&lt;br /&gt;
&lt;br /&gt;
Hook potential: Someone brought her something to mend that she refused. She&#039;s never refused before.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Dust &amp;amp; Dew&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Merchant: Twin sisters, Fen and Mora, who finish each other&#039;s sentences and never agree on a price. Their stall is a table covered in small clay pots, each one labeled in handwriting that changes mid-word. They sell soil. Not potting soil — specific earth from specific places. A pinch of graveyard dirt. A scoop of riverbank clay. A jar of sand from a beach that doesn&#039;t exist anymore.&lt;br /&gt;
&lt;br /&gt;
What they actually sell: Grounding. Literally. A pinch of the right soil under your tongue and you remember something you&#039;d forgotten. The wrong soil and you forget something you meant to keep. The sisters argue constantly about which is which. They&#039;ll sell you either. They don&#039;t keep records.&lt;br /&gt;
&lt;br /&gt;
Hook potential: Someone bought the wrong pot and forgot something important — and the sisters can&#039;t agree on which pot it was or what it cost.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Unstrung Hour&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Merchant: Tallow, a clockmaker who doesn&#039;t own a single working clock. His stall is a graveyard of timepieces — pocket watches with no hands, hourglasses with frozen sand, sundials with no shadow. He sits in the middle of it all, tinkering with something that never ticks. He&#039;s friendly. He&#039;ll offer you tea. He won&#039;t tell you what he&#039;s building.&lt;br /&gt;
&lt;br /&gt;
What he actually sells: Stolen time. He can wind a watch that lets you relive the last five minutes — but you lose the next five. He sells hourglasses that stretch a single hour into three, but the hour he takes from the future is never paid back. He doesn&#039;t explain the cost. He assumes you know.&lt;br /&gt;
&lt;br /&gt;
Hook potential: Someone bought an hourglass from Tallow and used it too many times. Now they&#039;re missing days, not hours. They don&#039;t remember the party, but the party remembers them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Salty Scale&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Merchant: Hestor, a fishmonger who smells like the tide and laughs like he knows a secret. His stall is a slab of dark stone covered in ice and things that came out of deep water — fish with too many teeth, crabs with shells that look carved, eels that glow faintly in the dark. He doesn&#039;t haggle. He tells you the price, and if you look surprised, he doubles it.&lt;br /&gt;
&lt;br /&gt;
What he actually sells: Information carried up from the depths. The fish eat things that sink. Hestor reads their bellies. He knows what was thrown into the river last night, what washed ashore three towns over, what the drowned saw before they stopped seeing. He&#039;ll tell you, but only if you buy something first. And he decides what you buy.&lt;br /&gt;
&lt;br /&gt;
Hook potential: Hestor has something in his ice that shouldn&#039;t exist — a creature from deeper water than anyone in Aerilon has ever fished. It&#039;s still alive. It&#039;s trying to tell the party something.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Folded Page&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Merchant: Scribe Ilena, who doesn&#039;t sell books. She sells one page at a time, torn from a massive leather-bound volume she carries everywhere. Each page is a letter, a receipt, a diary entry, a confession. She doesn&#039;t know what&#039;s on them until she tears them out. She reads them aloud to whoever&#039;s standing closest. Then she sells the page for whatever they offer.&lt;br /&gt;
&lt;br /&gt;
What she actually sells: Lost correspondence. Every page she tears out was once written, sent, and never received. A love letter that got lost in transit. A debt notice that never arrived. A warning that was intercepted. Ilena finds them in the spaces between couriers. She doesn&#039;t judge what they contain. She just delivers them, one torn page at a time.&lt;br /&gt;
&lt;br /&gt;
Hook potential: Ilena tears out a page addressed to one of the party members by name — from someone they&#039;ve never met, about something that hasn&#039;t happened yet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Quiet Tankard&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Merchant: An old woman named Granny Vex, who sells nothing and pours everything. Her stall is a single wooden table with two chairs and a ceramic jug that never empties. She doesn&#039;t speak. She pours a cup, slides it across the table, and waits. If you sit, she pours you a drink. If you drink, she refills. If you talk, she listens. She never responds.&lt;br /&gt;
&lt;br /&gt;
What she actually sells: Silence and presence. The drink is always exactly what you needed — cold water on a hot day, warm broth in the cold, something stronger when the world is too loud. Granny Vex doesn&#039;t offer advice. She offers a chair and a full cup and the space to sit in your own thoughts. People leave her stall lighter than they entered. No one knows how.&lt;br /&gt;
&lt;br /&gt;
Hook potential: A distraught merchant is sitting at Granny Vex&#039;s table, trying to stay silent, but the party can hear him muttering. He&#039;s confessing to something. She&#039;s not stopping him. She&#039;s just pouring.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Broken Compass&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Merchant: Corin, a mapmaker who draws places that don&#039;t exist yet. His stall is covered in parchment — coastlines that curve wrong, cities with unfamiliar names, roads that lead to blank spaces. He doesn&#039;t sell maps of where you are. He sells maps of where you could be. He swears every one of them is accurate. He can&#039;t prove it.&lt;br /&gt;
&lt;br /&gt;
What he actually sells: Routes to possibility. A map from Corin, followed faithfully, will take you somewhere real — but not somewhere that exists on any other chart. A door in a wall that shouldn&#039;t be there. A stairwell that descends further than the building allows. A road that ends at a place that feels like it&#039;s been waiting for you. The maps work once. Then they go blank.&lt;br /&gt;
&lt;br /&gt;
Hook potential: Corin sold a map to someone in the party&#039;s past — or future. It led them to the Glimmer Market. He doesn&#039;t remember drawing it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Drowned Bell&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Merchant: Maris, a woman with salt-crusted hair and a voice that sounds like she&#039;s speaking from underwater. She sells bells — brass, iron, copper, all shapes and sizes — hanging from a frame that creaks like a ship&#039;s rigging. Every bell is salvaged. Every bell has a story. She won&#039;t tell you which one came from a church, a shipwreck, or a drowned city. She&#039;ll let you guess.&lt;br /&gt;
&lt;br /&gt;
What she actually sells: Sound with weight. Ring a bell from Maris&#039;s stall and you hear what the bell heard before it was pulled from the deep — prayers, commands, warnings, the last words of someone who went down with the ship. The sound doesn&#039;t fade quickly. It lingers in your chest. She warns buyers not to ring them all at once.&lt;br /&gt;
&lt;br /&gt;
Hook potential: A bell rang in the night. No one touched it. It rang three times, then stopped. Maris is packing her stall. She says that&#039;s the warning bell. She won&#039;t say what it&#039;s warning about.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Copper Nail&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Merchant: Brenn, a farrier who sets up at the market&#039;s edge and never moves. His stall is a portable forge — coals, anvil, bellows, and a rack of horseshoes that look ordinary until you notice the symbols stamped into the metal. He works bare-armed and silent. Sweat and ash. He doesn&#039;t greet customers. He waits for them to speak first.&lt;br /&gt;
&lt;br /&gt;
What he actually sells: Binding. A shoe from Brenn&#039;s forge, nailed onto a threshold, keeps something out. Nailed into the ground, it keeps something in. He doesn&#039;t ask what you&#039;re containing. He doesn&#039;t care. He just asks where you want the nail driven. The price goes up if you hesitate.&lt;br /&gt;
&lt;br /&gt;
Hook potential: Someone hired Brenn to nail a shoe into the floor of a stall that hasn&#039;t opened in three days. The merchant inside hasn&#039;t come out. No one&#039;s heard them move.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Ink &amp;amp; Thorn&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Merchant: Scribe Aldric, a gaunt man with ink-stained fingers and a single long scar across his palm. He offers tattooing — fine work, done with a needle that hums faintly as it moves. His stall is a curtained booth with a single stool. He doesn&#039;t show designs. He asks what you want to remember, or what you want to become. Then he works in silence.&lt;br /&gt;
&lt;br /&gt;
What he actually sells: Promises written in skin. A tattoo from Aldric isn&#039;t decoration — it&#039;s a contract. A name inked over your heart means you&#039;ll never forget that person. A symbol on your hand means you&#039;ll never drop what you hold. The ink binds the wearer to the thing they chose. Aldric doesn&#039;t break the needle until you&#039;re sure. He can tell if you&#039;re lying.&lt;br /&gt;
&lt;br /&gt;
Hook potential: A customer came out of Aldric&#039;s booth with a tattoo they didn&#039;t ask for. Aldric claims he didn&#039;t give it. The ink is still wet. It&#039;s moving.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Empty Cup&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Merchant: A child, maybe nine, named Pip. No adult. No guardian. Just Pip, sitting on an overturned crate with a chipped ceramic cup in front of them. They don&#039;t call out to passersby. They don&#039;t hold a sign. They just sit, and if someone stops, they hold up the cup and wait. The cup is always empty.&lt;br /&gt;
&lt;br /&gt;
What they actually sell: A question. If you put a coin in Pip&#039;s cup, they look at you for a long moment, then ask you one question — simple, direct, something you weren&#039;t expecting. &amp;quot;Why are you here?&amp;quot; &amp;quot;What are you afraid of?&amp;quot; &amp;quot;Who did you leave behind?&amp;quot; They don&#039;t react to your answer. They just nod and go back to sitting. The question stays with you. Sometimes it changes what you do next.&lt;br /&gt;
&lt;br /&gt;
Hook potential: Pip isn&#039;t a merchant. Pip is a lookout. The cup isn&#039;t for coins — it&#039;s a signal. When someone drops a specific token, Pip disappears into the crowd. If the party follows, they find a crawlspace entrance. If they don&#039;t, Pip finds them later.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Warm Hearth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Merchant: Yara, a baker who works through the night and sells at dawn. Her stall is a clay oven on wheels, always hot, always smelling of bread, meat pies, and something sweet she won&#039;t name. She&#039;s broad-shouldered and kind-faced and she remembers every customer&#039;s name. She gives extra portions to anyone who looks hungry. She doesn&#039;t ask for payment from children.&lt;br /&gt;
&lt;br /&gt;
What she actually sells: Safety. Yara&#039;s stall is a neutral zone. No theft, no haggling, no threats — the market&#039;s unspoken rules are enforced here by the simple fact that no one wants to be the person who starts trouble at the baker&#039;s stall. She hears everything. She repeats nothing. If the party needs a place to meet, to hide, or to get information without being seen, Yara&#039;s stall is where they go. She&#039;ll slide them a warm pastry and pretend she didn&#039;t notice.&lt;br /&gt;
&lt;br /&gt;
Hook potential: Yara knows who&#039;s stealing the lanterns. She&#039;s known for days. She hasn&#039;t told anyone because the thief is a child, and Yara doesn&#039;t turn children over to merchants who&#039;d hurt them. She&#039;s waiting for the right person to ask.&lt;/div&gt;</summary>
		<author><name>Abbey</name></author>
	</entry>
	<entry>
		<id>https://eliqueth.andrewwelch.net/index.php?title=Things_to_create&amp;diff=457</id>
		<title>Things to create</title>
		<link rel="alternate" type="text/html" href="https://eliqueth.andrewwelch.net/index.php?title=Things_to_create&amp;diff=457"/>
		<updated>2026-06-24T23:21:40Z</updated>

		<summary type="html">&lt;p&gt;Abbey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Train system from Joriah to Yne, magic base &lt;br /&gt;
&lt;br /&gt;
Skyports in Joriah and thenatere, zepplins using aetherstone&lt;br /&gt;
&lt;br /&gt;
Blood bank, they can donate blood/HP for gold&lt;br /&gt;
&lt;br /&gt;
Disease area in Riadin, have to roll every morning they&#039;re in that vicinity&lt;br /&gt;
&lt;br /&gt;
Half orc tutor with tattoos that works at the school or library, always has flowers at his desk from his garden at home&lt;br /&gt;
&lt;br /&gt;
Twin NPCs that are both travelling merchants that hate each other&lt;br /&gt;
&lt;br /&gt;
Elf raised by goliaths&lt;br /&gt;
&lt;br /&gt;
Hag Hydra&lt;br /&gt;
&lt;br /&gt;
Bridge of teeth&lt;br /&gt;
&lt;br /&gt;
Jack as a cryptid fairy story/royalty &lt;br /&gt;
&lt;br /&gt;
Volcano on Folitera&lt;br /&gt;
&lt;br /&gt;
Gold and platinun mine in thenatere&lt;br /&gt;
&lt;br /&gt;
Lots of gem mines in joriah&lt;br /&gt;
&lt;br /&gt;
Medicament&lt;br /&gt;
&lt;br /&gt;
Tavern with a built in aquarium (2 minute tabletop)&lt;br /&gt;
&lt;br /&gt;
A Royal Hoot - inn with an owlbear pet, selling owlbear feather and claw jewellery&lt;br /&gt;
&lt;br /&gt;
Kenku professor - Crowfesser&lt;br /&gt;
&lt;br /&gt;
Fire genasi artificer that bakes their spells&lt;/div&gt;</summary>
		<author><name>Abbey</name></author>
	</entry>
	<entry>
		<id>https://eliqueth.andrewwelch.net/index.php?title=The_Glimmer_Market&amp;diff=456</id>
		<title>The Glimmer Market</title>
		<link rel="alternate" type="text/html" href="https://eliqueth.andrewwelch.net/index.php?title=The_Glimmer_Market&amp;diff=456"/>
		<updated>2026-06-23T22:15:08Z</updated>

		<summary type="html">&lt;p&gt;Abbey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Location ===&lt;br /&gt;
The Glimmer Market is held in [[Aerilon]], [[Joriah]] for a week, beginning on every third Lutris full moon and operating from dusk till dawn out of stalls where the daytime owners have closed up for the night. This sea of colourful market stalls is lit up by lanterns and contains rare and unique products available for more than just coin.&lt;br /&gt;
&lt;br /&gt;
=== Atmosphere and Appearance ===&lt;br /&gt;
This market brings the colour and delight of the Sprawling Bazaar during the day into the night, lit up by a full moon, dancing lights and uniquely designed lanterns for each open stall. It can vary between 20-50 open stalls, some permanent residents are there every market selling their wares, others may appear for one or two markets and then disappear for a year before returning again, meaning every time someone attends The Glimmer Market, there could be something new. The lanterns are specially designed for every merchant, stained glass candle holders to match the seller and their wares, and a lit lantern means the stall is open, the merchant is present and the deals honoured. An unlit lantern means the stall is closed, no exceptions, there is no haggling through the dark. &lt;br /&gt;
&lt;br /&gt;
The market sells everything that fits in the space between legal and forgotten; curiosities, secrets, knowledge and magic, coin will only go so far. Most stalls trade in things that will benefit their shop, such as a stall that trades in gossip and knowledge will share more information if the patron can share something new with the merchant in return. It is no wonder why this market is as popular as it is, drawing crowds from near and far searching for what they think they are missing every opening night. Sourceless music plays, orbs of light float just out of reach and the smell of cooking meat dominates the area; there is no other market like this in Norlaria. &lt;br /&gt;
&lt;br /&gt;
The lanterns themselves are custom made with the merchant and their wares in mind and are part of the registration process to sell at the Glimmer Market. They are all made by the same artisans, a family of glass-blowers that have lived in Aerilon for generations and keep a small stall at the market themselves; The Gritwicks. They meet every merchant wanting to participate in the Glimmer Market and create their lantern, their permission to trade. The Gritwicks place a small enchantment on each lantern so it lights up when the sun sets and the market begins, and dulls at sunrise, signalling the market end.  &lt;br /&gt;
&lt;br /&gt;
The Lightkeepers are the market&#039;s guard, and are the final word on any disputes. They walk the platforms in pairs, settle disputes, and collect the market&#039;s cut. They don&#039;t carry weapons. They don&#039;t need to. Everyone in the Glimmer Market knows that a Lightkeeper&#039;s word is the difference between a stall and an empty patch of boards. &lt;br /&gt;
&lt;br /&gt;
=== Stalls ===&lt;br /&gt;
&#039;&#039;&#039;Soot and Stem&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Merchant: An old woman called Granny Wick, who never gives the same name twice. She sells tinctures, salves, and poultices in small clay pots sealed with wax. Her stall is a cart with a built-in brazier — she brews fresh batches while customers wait. The smoke smells different every night. She claims it depends on what you need.&lt;br /&gt;
&lt;br /&gt;
What she actually sells: Remedies that work. Not miracles — she can&#039;t regrow a finger — but her burn salve is the best in the lower wards, and her sleeping draught will put down a man twice your size for exactly six hours. She charges coin, but she&#039;ll also trade for ingredients she can&#039;t grow herself. She&#039;s been there longer than anyone can remember.&lt;br /&gt;
&lt;br /&gt;
Hook potential: Granny Wick knows who&#039;s sick, who&#039;s injured, and who&#039;s buying remedies for wounds they won&#039;t explain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Turned Page&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Merchant: A nervous young man named Orin who inherited the stall from his uncle and still hasn&#039;t figured out how to run it. He sells books — used, rare, occasionally cursed. His uncle&#039;s system was meticulous. Orin&#039;s is a disaster. Half the inventory isn&#039;t labeled. A third of it is in languages he can&#039;t read. Two books in the back stack hum when the market gets quiet.&lt;br /&gt;
&lt;br /&gt;
What he actually sells: Knowledge, mostly. Histories. Maps. One shelf of spellbooks he&#039;s too afraid to price. He&#039;ll sell anything on the table, but if you ask about the locked trunk under the cart, he gets twitchy. That&#039;s his uncle&#039;s personal collection. He hasn&#039;t opened it.&lt;br /&gt;
&lt;br /&gt;
Hook potential: The locked trunk. Or the book someone keeps coming back for that Orin swears he already sold three times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Bell &amp;amp; Bite&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Merchant: A husband-and-wife team, Tomas and Lira. Tomas cooks. Lira serves. Their stall is a portable kitchen — iron griddle, hanging pots, a counter of worn wood where customers eat standing up. They sell fried dough, spiced meat on skewers, and a soup that changes nightly based on what Lira found at the morning market.&lt;br /&gt;
&lt;br /&gt;
What they actually sell: Food and gossip. Lira hears everything. The stall is positioned at a platform crossroads, and people talk while they eat. Tomas keeps his head down and cooks. Lira remembers every word.&lt;br /&gt;
&lt;br /&gt;
Hook potential: Lira knows who&#039;s new, who&#039;s nervous, and who&#039;s been asking questions they shouldn&#039;t be asking. She&#039;ll share for free if she likes you. If she doesn&#039;t, the soup costs double.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Echo Booth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Merchant: No one. The stall has no merchant. It&#039;s a small wooden booth with a curtain across the front and a sign that reads Leave what you carry. Take what you find. Inside: a single shelf displaying objects — a child&#039;s shoe, a broken compass, a locket that won&#039;t open, a letter in a language no one in Aerilon speaks. Each object has a price carved into the shelf beneath it, but the prices don&#039;t make sense. The shoe costs &amp;quot;the name of your first regret.&amp;quot; The compass costs &amp;quot;three notes of a song you&#039;ve forgotten.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
What it actually sells: Unclear. People leave things and take things. The objects change. The Tollkeepers have tried to remove the booth twice. It was back by the next bell both times. They&#039;ve stopped trying.&lt;br /&gt;
&lt;br /&gt;
Hook potential: Someone left something there they shouldn&#039;t have. Or someone took something and it&#039;s changing them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Weight of Coin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Merchant: A dwarf named Bram Korr, former accountant for the Silver Scale Guild who quit when he realized he was better at predicting markets than serving them. He runs a small exchange stall — currency conversion, debt valuation, contract review. His real trade is information. He can tell you what anything in the market is actually worth, including things that don&#039;t have a price.&lt;br /&gt;
&lt;br /&gt;
What he actually sells: Certainty. Bram keeps a ledger of every transaction he witnesses. He knows who&#039;s overpaying, who&#039;s desperate, and who&#039;s about to go under. He&#039;ll share for a fee. He&#039;ll share more if you bring him something he doesn&#039;t already know.&lt;br /&gt;
&lt;br /&gt;
Hook potential: Bram&#039;s ledger has a gap — a transaction he can&#039;t explain. Or someone wants him to stop watching.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Wax &amp;amp; Wick&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Merchant: Selene, a candlemaker who lost her voice to a fever years ago. She communicates by writing on a slate, and she never hurries. Her stall is a forest of hanging candles — tall tapers, fat pillars, votives in colored glass. Some are scented. Some are not. All of them burn longer than they should.&lt;br /&gt;
&lt;br /&gt;
What she actually sells: Candles, yes. But each one is poured with a specific intention. A green candle for someone who needs courage. A black one for someone who needs to be forgotten. She doesn&#039;t explain this. She just watches you until you pick the right one, then nods. Her candles have a habit of finding the people who need them, even if those people didn&#039;t buy them.&lt;br /&gt;
&lt;br /&gt;
Hook potential: Someone bought a candle meant for someone else, and the wrong person&#039;s life just changed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Gilded Cage&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Merchant: A former menagerie keeper named Vesper, who looks like she hasn&#039;t slept since the last age. She sells small, strange animals in wicker cages — a lizard that changes color to match your mood, a songbird that only sings when it rains, a beetle whose shell reflects starlight even underground. She treats every sale like an adoption. She&#039;ll refuse a buyer if she doesn&#039;t like their hands.&lt;br /&gt;
&lt;br /&gt;
What she actually sells: Companions with a catch. The lizard gets attached and won&#039;t leave your shoulder. The songbird predicts storms three days early. The beetle&#039;s shell shows you things you&#039;d rather not see — faces, places, moments that haven&#039;t happened yet. Vesper doesn&#039;t warn people. She thinks they should figure it out themselves.&lt;br /&gt;
&lt;br /&gt;
Hook potential: One of her creatures escaped. It&#039;s loose in the market. It&#039;s not harmless.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Last Stitch&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Merchant: Mira, a seamstress who works by lantern light with a needle so fine you can barely see it. She mends things. Clothes, mostly — tears, worn elbows, missing buttons — but she&#039;ll also mend sails, book bindings, and once, famously, a broken heart. She doesn&#039;t mean the metaphor. She stitched a tear in a man&#039;s chest where grief had physically split him open. He paid in silence and walked away whole.&lt;br /&gt;
&lt;br /&gt;
What she actually sells: Repair. Not restoration — she can&#039;t make something new again — but she can close what&#039;s open. The price depends on the damage. Clothes cost coin. Deeper tears cost something else. She doesn&#039;t talk while she works. She hums.&lt;br /&gt;
&lt;br /&gt;
Hook potential: Someone brought her something to mend that she refused. She&#039;s never refused before.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Dust &amp;amp; Dew&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Merchant: Twin sisters, Fen and Mora, who finish each other&#039;s sentences and never agree on a price. Their stall is a table covered in small clay pots, each one labeled in handwriting that changes mid-word. They sell soil. Not potting soil — specific earth from specific places. A pinch of graveyard dirt. A scoop of riverbank clay. A jar of sand from a beach that doesn&#039;t exist anymore.&lt;br /&gt;
&lt;br /&gt;
What they actually sell: Grounding. Literally. A pinch of the right soil under your tongue and you remember something you&#039;d forgotten. The wrong soil and you forget something you meant to keep. The sisters argue constantly about which is which. They&#039;ll sell you either. They don&#039;t keep records.&lt;br /&gt;
&lt;br /&gt;
Hook potential: Someone bought the wrong pot and forgot something important — and the sisters can&#039;t agree on which pot it was or what it cost.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Unstrung Hour&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Merchant: Tallow, a clockmaker who doesn&#039;t own a single working clock. His stall is a graveyard of timepieces — pocket watches with no hands, hourglasses with frozen sand, sundials with no shadow. He sits in the middle of it all, tinkering with something that never ticks. He&#039;s friendly. He&#039;ll offer you tea. He won&#039;t tell you what he&#039;s building.&lt;br /&gt;
&lt;br /&gt;
What he actually sells: Stolen time. He can wind a watch that lets you relive the last five minutes — but you lose the next five. He sells hourglasses that stretch a single hour into three, but the hour he takes from the future is never paid back. He doesn&#039;t explain the cost. He assumes you know.&lt;br /&gt;
&lt;br /&gt;
Hook potential: Someone bought an hourglass from Tallow and used it too many times. Now they&#039;re missing days, not hours. They don&#039;t remember the party, but the party remembers them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Salty Scale&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Merchant: Hestor, a fishmonger who smells like the tide and laughs like he knows a secret. His stall is a slab of dark stone covered in ice and things that came out of deep water — fish with too many teeth, crabs with shells that look carved, eels that glow faintly in the dark. He doesn&#039;t haggle. He tells you the price, and if you look surprised, he doubles it.&lt;br /&gt;
&lt;br /&gt;
What he actually sells: Information carried up from the depths. The fish eat things that sink. Hestor reads their bellies. He knows what was thrown into the river last night, what washed ashore three towns over, what the drowned saw before they stopped seeing. He&#039;ll tell you, but only if you buy something first. And he decides what you buy.&lt;br /&gt;
&lt;br /&gt;
Hook potential: Hestor has something in his ice that shouldn&#039;t exist — a creature from deeper water than anyone in Aerilon has ever fished. It&#039;s still alive. It&#039;s trying to tell the party something.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Folded Page&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Merchant: Scribe Ilena, who doesn&#039;t sell books. She sells one page at a time, torn from a massive leather-bound volume she carries everywhere. Each page is a letter, a receipt, a diary entry, a confession. She doesn&#039;t know what&#039;s on them until she tears them out. She reads them aloud to whoever&#039;s standing closest. Then she sells the page for whatever they offer.&lt;br /&gt;
&lt;br /&gt;
What she actually sells: Lost correspondence. Every page she tears out was once written, sent, and never received. A love letter that got lost in transit. A debt notice that never arrived. A warning that was intercepted. Ilena finds them in the spaces between couriers. She doesn&#039;t judge what they contain. She just delivers them, one torn page at a time.&lt;br /&gt;
&lt;br /&gt;
Hook potential: Ilena tears out a page addressed to one of the party members by name — from someone they&#039;ve never met, about something that hasn&#039;t happened yet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Quiet Tankard&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Merchant: An old woman named Granny Vex, who sells nothing and pours everything. Her stall is a single wooden table with two chairs and a ceramic jug that never empties. She doesn&#039;t speak. She pours a cup, slides it across the table, and waits. If you sit, she pours you a drink. If you drink, she refills. If you talk, she listens. She never responds.&lt;br /&gt;
&lt;br /&gt;
What she actually sells: Silence and presence. The drink is always exactly what you needed — cold water on a hot day, warm broth in the cold, something stronger when the world is too loud. Granny Vex doesn&#039;t offer advice. She offers a chair and a full cup and the space to sit in your own thoughts. People leave her stall lighter than they entered. No one knows how.&lt;br /&gt;
&lt;br /&gt;
Hook potential: A distraught merchant is sitting at Granny Vex&#039;s table, trying to stay silent, but the party can hear him muttering. He&#039;s confessing to something. She&#039;s not stopping him. She&#039;s just pouring.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Broken Compass&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Merchant: Corin, a mapmaker who draws places that don&#039;t exist yet. His stall is covered in parchment — coastlines that curve wrong, cities with unfamiliar names, roads that lead to blank spaces. He doesn&#039;t sell maps of where you are. He sells maps of where you could be. He swears every one of them is accurate. He can&#039;t prove it.&lt;br /&gt;
&lt;br /&gt;
What he actually sells: Routes to possibility. A map from Corin, followed faithfully, will take you somewhere real — but not somewhere that exists on any other chart. A door in a wall that shouldn&#039;t be there. A stairwell that descends further than the building allows. A road that ends at a place that feels like it&#039;s been waiting for you. The maps work once. Then they go blank.&lt;br /&gt;
&lt;br /&gt;
Hook potential: Corin sold a map to someone in the party&#039;s past — or future. It led them to the Glimmer Market. He doesn&#039;t remember drawing it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Drowned Bell&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Merchant: Maris, a woman with salt-crusted hair and a voice that sounds like she&#039;s speaking from underwater. She sells bells — brass, iron, copper, all shapes and sizes — hanging from a frame that creaks like a ship&#039;s rigging. Every bell is salvaged. Every bell has a story. She won&#039;t tell you which one came from a church, a shipwreck, or a drowned city. She&#039;ll let you guess.&lt;br /&gt;
&lt;br /&gt;
What she actually sells: Sound with weight. Ring a bell from Maris&#039;s stall and you hear what the bell heard before it was pulled from the deep — prayers, commands, warnings, the last words of someone who went down with the ship. The sound doesn&#039;t fade quickly. It lingers in your chest. She warns buyers not to ring them all at once.&lt;br /&gt;
&lt;br /&gt;
Hook potential: A bell rang in the night. No one touched it. It rang three times, then stopped. Maris is packing her stall. She says that&#039;s the warning bell. She won&#039;t say what it&#039;s warning about.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Copper Nail&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Merchant: Brenn, a farrier who sets up at the market&#039;s edge and never moves. His stall is a portable forge — coals, anvil, bellows, and a rack of horseshoes that look ordinary until you notice the symbols stamped into the metal. He works bare-armed and silent. Sweat and ash. He doesn&#039;t greet customers. He waits for them to speak first.&lt;br /&gt;
&lt;br /&gt;
What he actually sells: Binding. A shoe from Brenn&#039;s forge, nailed onto a threshold, keeps something out. Nailed into the ground, it keeps something in. He doesn&#039;t ask what you&#039;re containing. He doesn&#039;t care. He just asks where you want the nail driven. The price goes up if you hesitate.&lt;br /&gt;
&lt;br /&gt;
Hook potential: Someone hired Brenn to nail a shoe into the floor of a stall that hasn&#039;t opened in three days. The merchant inside hasn&#039;t come out. No one&#039;s heard them move.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Ink &amp;amp; Thorn&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Merchant: Scribe Aldric, a gaunt man with ink-stained fingers and a single long scar across his palm. He offers tattooing — fine work, done with a needle that hums faintly as it moves. His stall is a curtained booth with a single stool. He doesn&#039;t show designs. He asks what you want to remember, or what you want to become. Then he works in silence.&lt;br /&gt;
&lt;br /&gt;
What he actually sells: Promises written in skin. A tattoo from Aldric isn&#039;t decoration — it&#039;s a contract. A name inked over your heart means you&#039;ll never forget that person. A symbol on your hand means you&#039;ll never drop what you hold. The ink binds the wearer to the thing they chose. Aldric doesn&#039;t break the needle until you&#039;re sure. He can tell if you&#039;re lying.&lt;br /&gt;
&lt;br /&gt;
Hook potential: A customer came out of Aldric&#039;s booth with a tattoo they didn&#039;t ask for. Aldric claims he didn&#039;t give it. The ink is still wet. It&#039;s moving.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Empty Cup&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Merchant: A child, maybe nine, named Pip. No adult. No guardian. Just Pip, sitting on an overturned crate with a chipped ceramic cup in front of them. They don&#039;t call out to passersby. They don&#039;t hold a sign. They just sit, and if someone stops, they hold up the cup and wait. The cup is always empty.&lt;br /&gt;
&lt;br /&gt;
What they actually sell: A question. If you put a coin in Pip&#039;s cup, they look at you for a long moment, then ask you one question — simple, direct, something you weren&#039;t expecting. &amp;quot;Why are you here?&amp;quot; &amp;quot;What are you afraid of?&amp;quot; &amp;quot;Who did you leave behind?&amp;quot; They don&#039;t react to your answer. They just nod and go back to sitting. The question stays with you. Sometimes it changes what you do next.&lt;br /&gt;
&lt;br /&gt;
Hook potential: Pip isn&#039;t a merchant. Pip is a lookout. The cup isn&#039;t for coins — it&#039;s a signal. When someone drops a specific token, Pip disappears into the crowd. If the party follows, they find a crawlspace entrance. If they don&#039;t, Pip finds them later.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Warm Hearth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Merchant: Yara, a baker who works through the night and sells at dawn. Her stall is a clay oven on wheels, always hot, always smelling of bread, meat pies, and something sweet she won&#039;t name. She&#039;s broad-shouldered and kind-faced and she remembers every customer&#039;s name. She gives extra portions to anyone who looks hungry. She doesn&#039;t ask for payment from children.&lt;br /&gt;
&lt;br /&gt;
What she actually sells: Safety. Yara&#039;s stall is a neutral zone. No theft, no haggling, no threats — the market&#039;s unspoken rules are enforced here by the simple fact that no one wants to be the person who starts trouble at the baker&#039;s stall. She hears everything. She repeats nothing. If the party needs a place to meet, to hide, or to get information without being seen, Yara&#039;s stall is where they go. She&#039;ll slide them a warm pastry and pretend she didn&#039;t notice.&lt;br /&gt;
&lt;br /&gt;
Hook potential: Yara knows who&#039;s stealing the lanterns. She&#039;s known for days. She hasn&#039;t told anyone because the thief is a child, and Yara doesn&#039;t turn children over to merchants who&#039;d hurt them. She&#039;s waiting for the right person to ask.&lt;/div&gt;</summary>
		<author><name>Abbey</name></author>
	</entry>
	<entry>
		<id>https://eliqueth.andrewwelch.net/index.php?title=The_Glimmer_Market&amp;diff=455</id>
		<title>The Glimmer Market</title>
		<link rel="alternate" type="text/html" href="https://eliqueth.andrewwelch.net/index.php?title=The_Glimmer_Market&amp;diff=455"/>
		<updated>2026-06-23T09:10:56Z</updated>

		<summary type="html">&lt;p&gt;Abbey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Location ===&lt;br /&gt;
The Glimmer Market is held in [[Aerilon]], [[Joriah]] for a week, beginning on every third Lutris full moon and operating from dusk till dawn out of stalls where the daytime owners have closed up for the night. This sea of colourful market stalls is lit up by lanterns and contains rare and unique products available for more than just coin.&lt;br /&gt;
&lt;br /&gt;
=== Atmosphere and Appearance ===&lt;br /&gt;
This market brings the colour and delight of the Sprawling Bazaar during the day into the night, lit up by a full moon, dancing lights and uniquely designed lanterns for each open stall. It can vary between 20-50 open stalls, some permanent residents are there every market selling their wares, others may appear for one or two markets and then disappear for a year before returning again, meaning every time someone attends The Glimmer Market, there could be something new. The lanterns are specially designed for every merchant, stained glass candle holders to match the seller and their wares, and a lit lantern means the stall is open, the merchant is present and the deals honoured. An unlit lantern means the stall is closed, no exceptions, there is no haggling through the dark. &lt;br /&gt;
&lt;br /&gt;
The market sells everything that fits in the space between legal and forgotten; curiosities, secrets, knowledge and magic, coin will only go so far. Most stalls trade in things that will benefit their shop, such as a stall that trades in gossip and knowledge will share more information if the patron can share something new with the merchant in return. It is no wonder why this market is as popular as it is, drawing crowds from near and far searching for what they think they are missing every opening night. Sourceless music plays, orbs of light float just out of reach and the smell of cooking meat dominates the area; there is no other market like this in Norlaria. &lt;br /&gt;
&lt;br /&gt;
The lanterns themselves are custom made with the merchant and their wares in mind and are part of the registration process to sell at the Glimmer Market. They are all made by the same artisans, a family of glass-blowers that have lived in Aerilon for generations and keep a small stall at the market themselves; The Gritwicks. They meet every merchant wanting to participate in the Glimmer Market and create their lantern, their permission to trade &lt;br /&gt;
&lt;br /&gt;
the lanterns &lt;br /&gt;
&lt;br /&gt;
Lightkeepers enforce the rest &lt;br /&gt;
&lt;br /&gt;
=== Stalls ===&lt;br /&gt;
The Tollkeepers enforce the rest. They walk the platforms in pairs, settle disputes, and collect the market&#039;s cut. They don&#039;t carry weapons. They don&#039;t need to. Everyone in the Glimmer Market knows that a Tollkeeper&#039;s word is the difference between a stall and an empty patch of boards.&lt;br /&gt;
&lt;br /&gt;
. Curiosities. Secrets. Second chances. The stalls shift seasonally — some merchants appear for a week and vanish for a year — but a few are permanent enough to know by name.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soot &amp;amp; Stem&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Merchant: An old woman called Granny Wick, who never gives the same name twice. She sells tinctures, salves, and poultices in small clay pots sealed with wax. Her stall is a cart with a built-in brazier — she brews fresh batches while customers wait. The smoke smells different every night. She claims it depends on what you need.&lt;br /&gt;
&lt;br /&gt;
What she actually sells: Remedies that work. Not miracles — she can&#039;t regrow a finger — but her burn salve is the best in the lower wards, and her sleeping draught will put down a man twice your size for exactly six hours. She charges coin, but she&#039;ll also trade for ingredients she can&#039;t grow herself. She&#039;s been there longer than anyone can remember.&lt;br /&gt;
&lt;br /&gt;
Hook potential: Granny Wick knows who&#039;s sick, who&#039;s injured, and who&#039;s buying remedies for wounds they won&#039;t explain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Turned Page&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Merchant: A nervous young man named Orin who inherited the stall from his uncle and still hasn&#039;t figured out how to run it. He sells books — used, rare, occasionally cursed. His uncle&#039;s system was meticulous. Orin&#039;s is a disaster. Half the inventory isn&#039;t labeled. A third of it is in languages he can&#039;t read. Two books in the back stack hum when the market gets quiet.&lt;br /&gt;
&lt;br /&gt;
What he actually sells: Knowledge, mostly. Histories. Maps. One shelf of spellbooks he&#039;s too afraid to price. He&#039;ll sell anything on the table, but if you ask about the locked trunk under the cart, he gets twitchy. That&#039;s his uncle&#039;s personal collection. He hasn&#039;t opened it.&lt;br /&gt;
&lt;br /&gt;
Hook potential: The locked trunk. Or the book someone keeps coming back for that Orin swears he already sold three times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Bell &amp;amp; Bite&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Merchant: A husband-and-wife team, Tomas and Lira. Tomas cooks. Lira serves. Their stall is a portable kitchen — iron griddle, hanging pots, a counter of worn wood where customers eat standing up. They sell fried dough, spiced meat on skewers, and a soup that changes nightly based on what Lira found at the morning market.&lt;br /&gt;
&lt;br /&gt;
What they actually sell: Food and gossip. Lira hears everything. The stall is positioned at a platform crossroads, and people talk while they eat. Tomas keeps his head down and cooks. Lira remembers every word.&lt;br /&gt;
&lt;br /&gt;
Hook potential: Lira knows who&#039;s new, who&#039;s nervous, and who&#039;s been asking questions they shouldn&#039;t be asking. She&#039;ll share for free if she likes you. If she doesn&#039;t, the soup costs double.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Echo Booth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Merchant: No one. The stall has no merchant. It&#039;s a small wooden booth with a curtain across the front and a sign that reads Leave what you carry. Take what you find. Inside: a single shelf displaying objects — a child&#039;s shoe, a broken compass, a locket that won&#039;t open, a letter in a language no one in Aerilon speaks. Each object has a price carved into the shelf beneath it, but the prices don&#039;t make sense. The shoe costs &amp;quot;the name of your first regret.&amp;quot; The compass costs &amp;quot;three notes of a song you&#039;ve forgotten.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
What it actually sells: Unclear. People leave things and take things. The objects change. The Tollkeepers have tried to remove the booth twice. It was back by the next bell both times. They&#039;ve stopped trying.&lt;br /&gt;
&lt;br /&gt;
Hook potential: Someone left something there they shouldn&#039;t have. Or someone took something and it&#039;s changing them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Weight of Coin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Merchant: A dwarf named Bram Korr, former accountant for the Silver Scale Guild who quit when he realized he was better at predicting markets than serving them. He runs a small exchange stall — currency conversion, debt valuation, contract review. His real trade is information. He can tell you what anything in the market is actually worth, including things that don&#039;t have a price.&lt;br /&gt;
&lt;br /&gt;
What he actually sells: Certainty. Bram keeps a ledger of every transaction he witnesses. He knows who&#039;s overpaying, who&#039;s desperate, and who&#039;s about to go under. He&#039;ll share for a fee. He&#039;ll share more if you bring him something he doesn&#039;t already know.&lt;br /&gt;
&lt;br /&gt;
Hook potential: Bram&#039;s ledger has a gap — a transaction he can&#039;t explain. Or someone wants him to stop watching.&lt;/div&gt;</summary>
		<author><name>Abbey</name></author>
	</entry>
	<entry>
		<id>https://eliqueth.andrewwelch.net/index.php?title=The_Glimmer_Market&amp;diff=454</id>
		<title>The Glimmer Market</title>
		<link rel="alternate" type="text/html" href="https://eliqueth.andrewwelch.net/index.php?title=The_Glimmer_Market&amp;diff=454"/>
		<updated>2026-06-22T22:08:20Z</updated>

		<summary type="html">&lt;p&gt;Abbey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Location ===&lt;br /&gt;
The Glimmer Market is held in [[Aerilon]], [[Joriah]] for a week, beginning on every third Lutris full moon and operating from dusk till dawn out of stalls where the daytime owners have closed up for the night. This sea of colourful market stalls is lit up by lanterns and contains rare and unique products available for more than just coin.&lt;br /&gt;
&lt;br /&gt;
=== Atmosphere and Appearance ===&lt;br /&gt;
This market brings the colour and delight of the Sprawling Bazaar during the day into the night, lit up by a full moon, dancing lights and uniquely designed lanterns for each open stall. It can vary between 20-50 open stalls, some permanent residents are there every market selling their wares, others may appear for one or two markets and then disappear for a year before returning again, meaning every time someone attends The Glimmer Market, there could be something new. The lanterns are specially designed for every merchant, stained glass candle holders to match the seller and their wares, and a lit lantern means the stall is open, the merchant is present and the deals honoured. An unlit lantern means the stall is closed, no exceptions, there is no haggling through the dark. &lt;br /&gt;
&lt;br /&gt;
The market sells everything that fits in the space between legal and forgotten; curiosities, secrets, knowledge and magic, coin will only go so far. Most stalls trade in things that will benefit their shop, such as a stall that trades in gossip and knowledge will share more information if the patron can share something new with the merchant in return. It is no wonder why this market is as popular as it is, drawing crowds from near and far searching for what they think they are missing every opening night. Sourceless music plays, orbs of light float just out of reach and the smell of cooking meat dominates the area; there is no other market like this in Norlaria. &lt;br /&gt;
&lt;br /&gt;
The lanterns themselves are custom made with the shop in mind and are part of the registration process to sell at the Glimmer Market. &lt;br /&gt;
&lt;br /&gt;
the lanterns &lt;br /&gt;
&lt;br /&gt;
Lightkeepers enforce the rest &lt;br /&gt;
&lt;br /&gt;
=== Stalls ===&lt;br /&gt;
The Tollkeepers enforce the rest. They walk the platforms in pairs, settle disputes, and collect the market&#039;s cut. They don&#039;t carry weapons. They don&#039;t need to. Everyone in the Glimmer Market knows that a Tollkeeper&#039;s word is the difference between a stall and an empty patch of boards.&lt;br /&gt;
&lt;br /&gt;
. Curiosities. Secrets. Second chances. The stalls shift seasonally — some merchants appear for a week and vanish for a year — but a few are permanent enough to know by name.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soot &amp;amp; Stem&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Merchant: An old woman called Granny Wick, who never gives the same name twice. She sells tinctures, salves, and poultices in small clay pots sealed with wax. Her stall is a cart with a built-in brazier — she brews fresh batches while customers wait. The smoke smells different every night. She claims it depends on what you need.&lt;br /&gt;
&lt;br /&gt;
What she actually sells: Remedies that work. Not miracles — she can&#039;t regrow a finger — but her burn salve is the best in the lower wards, and her sleeping draught will put down a man twice your size for exactly six hours. She charges coin, but she&#039;ll also trade for ingredients she can&#039;t grow herself. She&#039;s been there longer than anyone can remember.&lt;br /&gt;
&lt;br /&gt;
Hook potential: Granny Wick knows who&#039;s sick, who&#039;s injured, and who&#039;s buying remedies for wounds they won&#039;t explain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Turned Page&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Merchant: A nervous young man named Orin who inherited the stall from his uncle and still hasn&#039;t figured out how to run it. He sells books — used, rare, occasionally cursed. His uncle&#039;s system was meticulous. Orin&#039;s is a disaster. Half the inventory isn&#039;t labeled. A third of it is in languages he can&#039;t read. Two books in the back stack hum when the market gets quiet.&lt;br /&gt;
&lt;br /&gt;
What he actually sells: Knowledge, mostly. Histories. Maps. One shelf of spellbooks he&#039;s too afraid to price. He&#039;ll sell anything on the table, but if you ask about the locked trunk under the cart, he gets twitchy. That&#039;s his uncle&#039;s personal collection. He hasn&#039;t opened it.&lt;br /&gt;
&lt;br /&gt;
Hook potential: The locked trunk. Or the book someone keeps coming back for that Orin swears he already sold three times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Bell &amp;amp; Bite&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Merchant: A husband-and-wife team, Tomas and Lira. Tomas cooks. Lira serves. Their stall is a portable kitchen — iron griddle, hanging pots, a counter of worn wood where customers eat standing up. They sell fried dough, spiced meat on skewers, and a soup that changes nightly based on what Lira found at the morning market.&lt;br /&gt;
&lt;br /&gt;
What they actually sell: Food and gossip. Lira hears everything. The stall is positioned at a platform crossroads, and people talk while they eat. Tomas keeps his head down and cooks. Lira remembers every word.&lt;br /&gt;
&lt;br /&gt;
Hook potential: Lira knows who&#039;s new, who&#039;s nervous, and who&#039;s been asking questions they shouldn&#039;t be asking. She&#039;ll share for free if she likes you. If she doesn&#039;t, the soup costs double.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Echo Booth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Merchant: No one. The stall has no merchant. It&#039;s a small wooden booth with a curtain across the front and a sign that reads Leave what you carry. Take what you find. Inside: a single shelf displaying objects — a child&#039;s shoe, a broken compass, a locket that won&#039;t open, a letter in a language no one in Aerilon speaks. Each object has a price carved into the shelf beneath it, but the prices don&#039;t make sense. The shoe costs &amp;quot;the name of your first regret.&amp;quot; The compass costs &amp;quot;three notes of a song you&#039;ve forgotten.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
What it actually sells: Unclear. People leave things and take things. The objects change. The Tollkeepers have tried to remove the booth twice. It was back by the next bell both times. They&#039;ve stopped trying.&lt;br /&gt;
&lt;br /&gt;
Hook potential: Someone left something there they shouldn&#039;t have. Or someone took something and it&#039;s changing them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Weight of Coin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Merchant: A dwarf named Bram Korr, former accountant for the Silver Scale Guild who quit when he realized he was better at predicting markets than serving them. He runs a small exchange stall — currency conversion, debt valuation, contract review. His real trade is information. He can tell you what anything in the market is actually worth, including things that don&#039;t have a price.&lt;br /&gt;
&lt;br /&gt;
What he actually sells: Certainty. Bram keeps a ledger of every transaction he witnesses. He knows who&#039;s overpaying, who&#039;s desperate, and who&#039;s about to go under. He&#039;ll share for a fee. He&#039;ll share more if you bring him something he doesn&#039;t already know.&lt;br /&gt;
&lt;br /&gt;
Hook potential: Bram&#039;s ledger has a gap — a transaction he can&#039;t explain. Or someone wants him to stop watching.&lt;/div&gt;</summary>
		<author><name>Abbey</name></author>
	</entry>
	<entry>
		<id>https://eliqueth.andrewwelch.net/index.php?title=The_Glimmer_Market&amp;diff=453</id>
		<title>The Glimmer Market</title>
		<link rel="alternate" type="text/html" href="https://eliqueth.andrewwelch.net/index.php?title=The_Glimmer_Market&amp;diff=453"/>
		<updated>2026-06-22T07:49:43Z</updated>

		<summary type="html">&lt;p&gt;Abbey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Location ===&lt;br /&gt;
The Glimmer Market is held in [[Aerilon]], [[Joriah]] for a week, beginning on every third Lutris full moon and operating from dusk till dawn out of stalls where the daytime owners have closed up for the night. This sea of colourful market stalls is lit up by lanterns and contains rare and unique products available for more than just coin.&lt;br /&gt;
&lt;br /&gt;
=== Atmosphere and Appearance ===&lt;br /&gt;
This market brings the colour and delight of the Sprawling Bazaar during the day into the night, lit up by a full moon, dancing lights and uniquely designed lanterns for each open stall. It can vary between 20-50 open stalls, some permanent residents are there every market selling their wares, others may appear for one or two markets and then disappear for a year before returning again, meaning every time someone attends The Glimmer Market, there could be something new. The lanterns are especially designed for every merchant, stained glass candle holders to match the seller and their wares, and a lit lantern means the stall is open, the merchant is present and the deals honoured. An unlit lantern means the stall is closed, no exceptions, there is no haggling through the dark. &lt;br /&gt;
&lt;br /&gt;
The market sells everything that fits in the space between legal and forgotten; curiosities, secrets, knowledge and magic, and coin will only go so far. Most stalls trade in things that will benefit their shop, such as a stall that trades in gossip and knowledge will share more information if the patron can share something new with the merchant, &lt;br /&gt;
&lt;br /&gt;
vibe of the market and products &lt;br /&gt;
&lt;br /&gt;
Lightkeepers enforce the rest &lt;br /&gt;
&lt;br /&gt;
=== Stalls ===&lt;br /&gt;
The Tollkeepers enforce the rest. They walk the platforms in pairs, settle disputes, and collect the market&#039;s cut. They don&#039;t carry weapons. They don&#039;t need to. Everyone in the Glimmer Market knows that a Tollkeeper&#039;s word is the difference between a stall and an empty patch of boards.&lt;br /&gt;
&lt;br /&gt;
. Curiosities. Secrets. Second chances. The stalls shift seasonally — some merchants appear for a week and vanish for a year — but a few are permanent enough to know by name.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soot &amp;amp; Stem&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Merchant: An old woman called Granny Wick, who never gives the same name twice. She sells tinctures, salves, and poultices in small clay pots sealed with wax. Her stall is a cart with a built-in brazier — she brews fresh batches while customers wait. The smoke smells different every night. She claims it depends on what you need.&lt;br /&gt;
&lt;br /&gt;
What she actually sells: Remedies that work. Not miracles — she can&#039;t regrow a finger — but her burn salve is the best in the lower wards, and her sleeping draught will put down a man twice your size for exactly six hours. She charges coin, but she&#039;ll also trade for ingredients she can&#039;t grow herself. She&#039;s been there longer than anyone can remember.&lt;br /&gt;
&lt;br /&gt;
Hook potential: Granny Wick knows who&#039;s sick, who&#039;s injured, and who&#039;s buying remedies for wounds they won&#039;t explain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Turned Page&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Merchant: A nervous young man named Orin who inherited the stall from his uncle and still hasn&#039;t figured out how to run it. He sells books — used, rare, occasionally cursed. His uncle&#039;s system was meticulous. Orin&#039;s is a disaster. Half the inventory isn&#039;t labeled. A third of it is in languages he can&#039;t read. Two books in the back stack hum when the market gets quiet.&lt;br /&gt;
&lt;br /&gt;
What he actually sells: Knowledge, mostly. Histories. Maps. One shelf of spellbooks he&#039;s too afraid to price. He&#039;ll sell anything on the table, but if you ask about the locked trunk under the cart, he gets twitchy. That&#039;s his uncle&#039;s personal collection. He hasn&#039;t opened it.&lt;br /&gt;
&lt;br /&gt;
Hook potential: The locked trunk. Or the book someone keeps coming back for that Orin swears he already sold three times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Bell &amp;amp; Bite&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Merchant: A husband-and-wife team, Tomas and Lira. Tomas cooks. Lira serves. Their stall is a portable kitchen — iron griddle, hanging pots, a counter of worn wood where customers eat standing up. They sell fried dough, spiced meat on skewers, and a soup that changes nightly based on what Lira found at the morning market.&lt;br /&gt;
&lt;br /&gt;
What they actually sell: Food and gossip. Lira hears everything. The stall is positioned at a platform crossroads, and people talk while they eat. Tomas keeps his head down and cooks. Lira remembers every word.&lt;br /&gt;
&lt;br /&gt;
Hook potential: Lira knows who&#039;s new, who&#039;s nervous, and who&#039;s been asking questions they shouldn&#039;t be asking. She&#039;ll share for free if she likes you. If she doesn&#039;t, the soup costs double.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Echo Booth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Merchant: No one. The stall has no merchant. It&#039;s a small wooden booth with a curtain across the front and a sign that reads Leave what you carry. Take what you find. Inside: a single shelf displaying objects — a child&#039;s shoe, a broken compass, a locket that won&#039;t open, a letter in a language no one in Aerilon speaks. Each object has a price carved into the shelf beneath it, but the prices don&#039;t make sense. The shoe costs &amp;quot;the name of your first regret.&amp;quot; The compass costs &amp;quot;three notes of a song you&#039;ve forgotten.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
What it actually sells: Unclear. People leave things and take things. The objects change. The Tollkeepers have tried to remove the booth twice. It was back by the next bell both times. They&#039;ve stopped trying.&lt;br /&gt;
&lt;br /&gt;
Hook potential: Someone left something there they shouldn&#039;t have. Or someone took something and it&#039;s changing them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Weight of Coin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Merchant: A dwarf named Bram Korr, former accountant for the Silver Scale Guild who quit when he realized he was better at predicting markets than serving them. He runs a small exchange stall — currency conversion, debt valuation, contract review. His real trade is information. He can tell you what anything in the market is actually worth, including things that don&#039;t have a price.&lt;br /&gt;
&lt;br /&gt;
What he actually sells: Certainty. Bram keeps a ledger of every transaction he witnesses. He knows who&#039;s overpaying, who&#039;s desperate, and who&#039;s about to go under. He&#039;ll share for a fee. He&#039;ll share more if you bring him something he doesn&#039;t already know.&lt;br /&gt;
&lt;br /&gt;
Hook potential: Bram&#039;s ledger has a gap — a transaction he can&#039;t explain. Or someone wants him to stop watching.&lt;/div&gt;</summary>
		<author><name>Abbey</name></author>
	</entry>
	<entry>
		<id>https://eliqueth.andrewwelch.net/index.php?title=The_Glimmer_Market&amp;diff=452</id>
		<title>The Glimmer Market</title>
		<link rel="alternate" type="text/html" href="https://eliqueth.andrewwelch.net/index.php?title=The_Glimmer_Market&amp;diff=452"/>
		<updated>2026-06-21T21:50:01Z</updated>

		<summary type="html">&lt;p&gt;Abbey: /* Atmosphere and Appearance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Location ===&lt;br /&gt;
The Glimmer Market is held in [[Aerilon]], [[Joriah]] for a week, beginning on every third Lutris full moon and operating from dusk till dawn out of stalls where the daytime owners have closed up for the night. This sea of colourful market stalls is lit up by lanterns and contains rare and unique products available for more than just coin.&lt;br /&gt;
&lt;br /&gt;
=== Atmosphere and Appearance ===&lt;br /&gt;
This market brings the colour and delight of the Sprawling Bazaar during the day into the night, lit up by a full moon, dancing lights and uniquely designed lanterns for each open stall. It can vary between 20-50 open stalls, some permanent residents are there every market selling their wares, others may appear for one or two and then disappear for a year before returning again, meaning every time someone attends The Glimmer Market, there could be something new. The lanterns are especially designed for every merchant, stained glass candle holders to match the seller and their wares, and a lit lantern means the stall is open, the merchant is present and the deals honoured. An unlit lantern means the stall is closed, no exceptions, no haggling through the dark. &lt;br /&gt;
&lt;br /&gt;
vibe of the market and products &lt;br /&gt;
&lt;br /&gt;
Lightkeepers enforce the rest &lt;br /&gt;
&lt;br /&gt;
=== Stalls ===&lt;br /&gt;
The Tollkeepers enforce the rest. They walk the platforms in pairs, settle disputes, and collect the market&#039;s cut. They don&#039;t carry weapons. They don&#039;t need to. Everyone in the Glimmer Market knows that a Tollkeeper&#039;s word is the difference between a stall and an empty patch of boards.&lt;br /&gt;
&lt;br /&gt;
The market sells everything that fits in the space between legal and forgotten. Curiosities. Secrets. Second chances. The stalls shift seasonally — some merchants appear for a week and vanish for a year — but a few are permanent enough to know by name.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soot &amp;amp; Stem&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Merchant: An old woman called Granny Wick, who never gives the same name twice. She sells tinctures, salves, and poultices in small clay pots sealed with wax. Her stall is a cart with a built-in brazier — she brews fresh batches while customers wait. The smoke smells different every night. She claims it depends on what you need.&lt;br /&gt;
&lt;br /&gt;
What she actually sells: Remedies that work. Not miracles — she can&#039;t regrow a finger — but her burn salve is the best in the lower wards, and her sleeping draught will put down a man twice your size for exactly six hours. She charges coin, but she&#039;ll also trade for ingredients she can&#039;t grow herself. She&#039;s been there longer than anyone can remember.&lt;br /&gt;
&lt;br /&gt;
Hook potential: Granny Wick knows who&#039;s sick, who&#039;s injured, and who&#039;s buying remedies for wounds they won&#039;t explain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Turned Page&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Merchant: A nervous young man named Orin who inherited the stall from his uncle and still hasn&#039;t figured out how to run it. He sells books — used, rare, occasionally cursed. His uncle&#039;s system was meticulous. Orin&#039;s is a disaster. Half the inventory isn&#039;t labeled. A third of it is in languages he can&#039;t read. Two books in the back stack hum when the market gets quiet.&lt;br /&gt;
&lt;br /&gt;
What he actually sells: Knowledge, mostly. Histories. Maps. One shelf of spellbooks he&#039;s too afraid to price. He&#039;ll sell anything on the table, but if you ask about the locked trunk under the cart, he gets twitchy. That&#039;s his uncle&#039;s personal collection. He hasn&#039;t opened it.&lt;br /&gt;
&lt;br /&gt;
Hook potential: The locked trunk. Or the book someone keeps coming back for that Orin swears he already sold three times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Bell &amp;amp; Bite&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Merchant: A husband-and-wife team, Tomas and Lira. Tomas cooks. Lira serves. Their stall is a portable kitchen — iron griddle, hanging pots, a counter of worn wood where customers eat standing up. They sell fried dough, spiced meat on skewers, and a soup that changes nightly based on what Lira found at the morning market.&lt;br /&gt;
&lt;br /&gt;
What they actually sell: Food and gossip. Lira hears everything. The stall is positioned at a platform crossroads, and people talk while they eat. Tomas keeps his head down and cooks. Lira remembers every word.&lt;br /&gt;
&lt;br /&gt;
Hook potential: Lira knows who&#039;s new, who&#039;s nervous, and who&#039;s been asking questions they shouldn&#039;t be asking. She&#039;ll share for free if she likes you. If she doesn&#039;t, the soup costs double.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Echo Booth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Merchant: No one. The stall has no merchant. It&#039;s a small wooden booth with a curtain across the front and a sign that reads Leave what you carry. Take what you find. Inside: a single shelf displaying objects — a child&#039;s shoe, a broken compass, a locket that won&#039;t open, a letter in a language no one in Aerilon speaks. Each object has a price carved into the shelf beneath it, but the prices don&#039;t make sense. The shoe costs &amp;quot;the name of your first regret.&amp;quot; The compass costs &amp;quot;three notes of a song you&#039;ve forgotten.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
What it actually sells: Unclear. People leave things and take things. The objects change. The Tollkeepers have tried to remove the booth twice. It was back by the next bell both times. They&#039;ve stopped trying.&lt;br /&gt;
&lt;br /&gt;
Hook potential: Someone left something there they shouldn&#039;t have. Or someone took something and it&#039;s changing them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Weight of Coin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Merchant: A dwarf named Bram Korr, former accountant for the Silver Scale Guild who quit when he realized he was better at predicting markets than serving them. He runs a small exchange stall — currency conversion, debt valuation, contract review. His real trade is information. He can tell you what anything in the market is actually worth, including things that don&#039;t have a price.&lt;br /&gt;
&lt;br /&gt;
What he actually sells: Certainty. Bram keeps a ledger of every transaction he witnesses. He knows who&#039;s overpaying, who&#039;s desperate, and who&#039;s about to go under. He&#039;ll share for a fee. He&#039;ll share more if you bring him something he doesn&#039;t already know.&lt;br /&gt;
&lt;br /&gt;
Hook potential: Bram&#039;s ledger has a gap — a transaction he can&#039;t explain. Or someone wants him to stop watching.&lt;/div&gt;</summary>
		<author><name>Abbey</name></author>
	</entry>
	<entry>
		<id>https://eliqueth.andrewwelch.net/index.php?title=The_Glimmer_Market&amp;diff=451</id>
		<title>The Glimmer Market</title>
		<link rel="alternate" type="text/html" href="https://eliqueth.andrewwelch.net/index.php?title=The_Glimmer_Market&amp;diff=451"/>
		<updated>2026-06-21T11:58:09Z</updated>

		<summary type="html">&lt;p&gt;Abbey: /* Location */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Location ===&lt;br /&gt;
The Glimmer Market is held in [[Aerilon]], [[Joriah]] for a week, beginning on every third Lutris full moon and operating from dusk till dawn out of stalls where the daytime owners have closed up for the night. This sea of colourful market stalls is lit up by lanterns and contains rare and unique products available for more than just coin.&lt;br /&gt;
&lt;br /&gt;
=== Atmosphere and Appearance ===&lt;br /&gt;
This market brings the colour and delight of the Sprawling Bazaar during the day into the night, lit up by a full moon and a uniquely designed lantern for each open stall. &lt;br /&gt;
&lt;br /&gt;
=== Stalls ===&lt;br /&gt;
Every stall hangs a lantern. Not for light — the market has plenty of that. For permission. A lit lantern means the stall is open, the merchant present, the deal honored. An unlit lantern means closed — no exceptions, no haggling through the dark. This is the only rule everyone agrees on.&lt;br /&gt;
&lt;br /&gt;
The Tollkeepers enforce the rest. They walk the platforms in pairs, settle disputes, and collect the market&#039;s cut. They don&#039;t carry weapons. They don&#039;t need to. Everyone in the Glimmer Market knows that a Tollkeeper&#039;s word is the difference between a stall and an empty patch of boards.&lt;br /&gt;
&lt;br /&gt;
The market sells everything that fits in the space between legal and forgotten. Curiosities. Secrets. Second chances. The stalls shift seasonally — some merchants appear for a week and vanish for a year — but a few are permanent enough to know by name.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soot &amp;amp; Stem&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Merchant: An old woman called Granny Wick, who never gives the same name twice. She sells tinctures, salves, and poultices in small clay pots sealed with wax. Her stall is a cart with a built-in brazier — she brews fresh batches while customers wait. The smoke smells different every night. She claims it depends on what you need.&lt;br /&gt;
&lt;br /&gt;
What she actually sells: Remedies that work. Not miracles — she can&#039;t regrow a finger — but her burn salve is the best in the lower wards, and her sleeping draught will put down a man twice your size for exactly six hours. She charges coin, but she&#039;ll also trade for ingredients she can&#039;t grow herself. She&#039;s been there longer than anyone can remember.&lt;br /&gt;
&lt;br /&gt;
Hook potential: Granny Wick knows who&#039;s sick, who&#039;s injured, and who&#039;s buying remedies for wounds they won&#039;t explain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Turned Page&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Merchant: A nervous young man named Orin who inherited the stall from his uncle and still hasn&#039;t figured out how to run it. He sells books — used, rare, occasionally cursed. His uncle&#039;s system was meticulous. Orin&#039;s is a disaster. Half the inventory isn&#039;t labeled. A third of it is in languages he can&#039;t read. Two books in the back stack hum when the market gets quiet.&lt;br /&gt;
&lt;br /&gt;
What he actually sells: Knowledge, mostly. Histories. Maps. One shelf of spellbooks he&#039;s too afraid to price. He&#039;ll sell anything on the table, but if you ask about the locked trunk under the cart, he gets twitchy. That&#039;s his uncle&#039;s personal collection. He hasn&#039;t opened it.&lt;br /&gt;
&lt;br /&gt;
Hook potential: The locked trunk. Or the book someone keeps coming back for that Orin swears he already sold three times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Bell &amp;amp; Bite&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Merchant: A husband-and-wife team, Tomas and Lira. Tomas cooks. Lira serves. Their stall is a portable kitchen — iron griddle, hanging pots, a counter of worn wood where customers eat standing up. They sell fried dough, spiced meat on skewers, and a soup that changes nightly based on what Lira found at the morning market.&lt;br /&gt;
&lt;br /&gt;
What they actually sell: Food and gossip. Lira hears everything. The stall is positioned at a platform crossroads, and people talk while they eat. Tomas keeps his head down and cooks. Lira remembers every word.&lt;br /&gt;
&lt;br /&gt;
Hook potential: Lira knows who&#039;s new, who&#039;s nervous, and who&#039;s been asking questions they shouldn&#039;t be asking. She&#039;ll share for free if she likes you. If she doesn&#039;t, the soup costs double.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Echo Booth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Merchant: No one. The stall has no merchant. It&#039;s a small wooden booth with a curtain across the front and a sign that reads Leave what you carry. Take what you find. Inside: a single shelf displaying objects — a child&#039;s shoe, a broken compass, a locket that won&#039;t open, a letter in a language no one in Aerilon speaks. Each object has a price carved into the shelf beneath it, but the prices don&#039;t make sense. The shoe costs &amp;quot;the name of your first regret.&amp;quot; The compass costs &amp;quot;three notes of a song you&#039;ve forgotten.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
What it actually sells: Unclear. People leave things and take things. The objects change. The Tollkeepers have tried to remove the booth twice. It was back by the next bell both times. They&#039;ve stopped trying.&lt;br /&gt;
&lt;br /&gt;
Hook potential: Someone left something there they shouldn&#039;t have. Or someone took something and it&#039;s changing them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Weight of Coin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Merchant: A dwarf named Bram Korr, former accountant for the Silver Scale Guild who quit when he realized he was better at predicting markets than serving them. He runs a small exchange stall — currency conversion, debt valuation, contract review. His real trade is information. He can tell you what anything in the market is actually worth, including things that don&#039;t have a price.&lt;br /&gt;
&lt;br /&gt;
What he actually sells: Certainty. Bram keeps a ledger of every transaction he witnesses. He knows who&#039;s overpaying, who&#039;s desperate, and who&#039;s about to go under. He&#039;ll share for a fee. He&#039;ll share more if you bring him something he doesn&#039;t already know.&lt;br /&gt;
&lt;br /&gt;
Hook potential: Bram&#039;s ledger has a gap — a transaction he can&#039;t explain. Or someone wants him to stop watching.&lt;/div&gt;</summary>
		<author><name>Abbey</name></author>
	</entry>
	<entry>
		<id>https://eliqueth.andrewwelch.net/index.php?title=The_Glimmer_Market&amp;diff=450</id>
		<title>The Glimmer Market</title>
		<link rel="alternate" type="text/html" href="https://eliqueth.andrewwelch.net/index.php?title=The_Glimmer_Market&amp;diff=450"/>
		<updated>2026-06-21T10:10:11Z</updated>

		<summary type="html">&lt;p&gt;Abbey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Location ===&lt;br /&gt;
The Glimmer Market is held in [[Aerilon]], [[Joriah]] for a week, operating from dusk till dawn with opening night on every third Lutris full moon.&lt;br /&gt;
&lt;br /&gt;
=== Atmosphere and Appearance ===&lt;br /&gt;
&lt;br /&gt;
=== Stalls ===&lt;br /&gt;
Not a place you find. A place you&#039;re already in when you notice the light has changed.&lt;br /&gt;
&lt;br /&gt;
The Glimmer Market occupies the oldest quarter of Aerilon&#039;s Sprawling Bazaar — a warren of wooden platforms, rope bridges, and canvas awnings built up and over itself across three levels of scaffolding. It opens at the sixth bell, when the sun drops low enough to turn the harbor gold, and it runs until the last lantern gutters out. No one rings a closing bell. The market ends when the light does.&lt;br /&gt;
&lt;br /&gt;
Every stall hangs a lantern. Not for light — the market has plenty of that. For permission. A lit lantern means the stall is open, the merchant present, the deal honored. An unlit lantern means closed — no exceptions, no haggling through the dark. This is the only rule everyone agrees on.&lt;br /&gt;
&lt;br /&gt;
The Tollkeepers enforce the rest. They walk the platforms in pairs, settle disputes, and collect the market&#039;s cut. They don&#039;t carry weapons. They don&#039;t need to. Everyone in the Glimmer Market knows that a Tollkeeper&#039;s word is the difference between a stall and an empty patch of boards.&lt;br /&gt;
&lt;br /&gt;
The market sells everything that fits in the space between legal and forgotten. Curiosities. Secrets. Second chances. The stalls shift seasonally — some merchants appear for a week and vanish for a year — but a few are permanent enough to know by name.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soot &amp;amp; Stem&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Merchant: An old woman called Granny Wick, who never gives the same name twice. She sells tinctures, salves, and poultices in small clay pots sealed with wax. Her stall is a cart with a built-in brazier — she brews fresh batches while customers wait. The smoke smells different every night. She claims it depends on what you need.&lt;br /&gt;
&lt;br /&gt;
What she actually sells: Remedies that work. Not miracles — she can&#039;t regrow a finger — but her burn salve is the best in the lower wards, and her sleeping draught will put down a man twice your size for exactly six hours. She charges coin, but she&#039;ll also trade for ingredients she can&#039;t grow herself. She&#039;s been there longer than anyone can remember.&lt;br /&gt;
&lt;br /&gt;
Hook potential: Granny Wick knows who&#039;s sick, who&#039;s injured, and who&#039;s buying remedies for wounds they won&#039;t explain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Turned Page&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Merchant: A nervous young man named Orin who inherited the stall from his uncle and still hasn&#039;t figured out how to run it. He sells books — used, rare, occasionally cursed. His uncle&#039;s system was meticulous. Orin&#039;s is a disaster. Half the inventory isn&#039;t labeled. A third of it is in languages he can&#039;t read. Two books in the back stack hum when the market gets quiet.&lt;br /&gt;
&lt;br /&gt;
What he actually sells: Knowledge, mostly. Histories. Maps. One shelf of spellbooks he&#039;s too afraid to price. He&#039;ll sell anything on the table, but if you ask about the locked trunk under the cart, he gets twitchy. That&#039;s his uncle&#039;s personal collection. He hasn&#039;t opened it.&lt;br /&gt;
&lt;br /&gt;
Hook potential: The locked trunk. Or the book someone keeps coming back for that Orin swears he already sold three times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Bell &amp;amp; Bite&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Merchant: A husband-and-wife team, Tomas and Lira. Tomas cooks. Lira serves. Their stall is a portable kitchen — iron griddle, hanging pots, a counter of worn wood where customers eat standing up. They sell fried dough, spiced meat on skewers, and a soup that changes nightly based on what Lira found at the morning market.&lt;br /&gt;
&lt;br /&gt;
What they actually sell: Food and gossip. Lira hears everything. The stall is positioned at a platform crossroads, and people talk while they eat. Tomas keeps his head down and cooks. Lira remembers every word.&lt;br /&gt;
&lt;br /&gt;
Hook potential: Lira knows who&#039;s new, who&#039;s nervous, and who&#039;s been asking questions they shouldn&#039;t be asking. She&#039;ll share for free if she likes you. If she doesn&#039;t, the soup costs double.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Echo Booth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Merchant: No one. The stall has no merchant. It&#039;s a small wooden booth with a curtain across the front and a sign that reads Leave what you carry. Take what you find. Inside: a single shelf displaying objects — a child&#039;s shoe, a broken compass, a locket that won&#039;t open, a letter in a language no one in Aerilon speaks. Each object has a price carved into the shelf beneath it, but the prices don&#039;t make sense. The shoe costs &amp;quot;the name of your first regret.&amp;quot; The compass costs &amp;quot;three notes of a song you&#039;ve forgotten.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
What it actually sells: Unclear. People leave things and take things. The objects change. The Tollkeepers have tried to remove the booth twice. It was back by the next bell both times. They&#039;ve stopped trying.&lt;br /&gt;
&lt;br /&gt;
Hook potential: Someone left something there they shouldn&#039;t have. Or someone took something and it&#039;s changing them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Weight of Coin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Merchant: A dwarf named Bram Korr, former accountant for the Silver Scale Guild who quit when he realized he was better at predicting markets than serving them. He runs a small exchange stall — currency conversion, debt valuation, contract review. His real trade is information. He can tell you what anything in the market is actually worth, including things that don&#039;t have a price.&lt;br /&gt;
&lt;br /&gt;
What he actually sells: Certainty. Bram keeps a ledger of every transaction he witnesses. He knows who&#039;s overpaying, who&#039;s desperate, and who&#039;s about to go under. He&#039;ll share for a fee. He&#039;ll share more if you bring him something he doesn&#039;t already know.&lt;br /&gt;
&lt;br /&gt;
Hook potential: Bram&#039;s ledger has a gap — a transaction he can&#039;t explain. Or someone wants him to stop watching.&lt;/div&gt;</summary>
		<author><name>Abbey</name></author>
	</entry>
	<entry>
		<id>https://eliqueth.andrewwelch.net/index.php?title=Aerilon&amp;diff=449</id>
		<title>Aerilon</title>
		<link rel="alternate" type="text/html" href="https://eliqueth.andrewwelch.net/index.php?title=Aerilon&amp;diff=449"/>
		<updated>2026-06-21T10:00:02Z</updated>

		<summary type="html">&lt;p&gt;Abbey: /* Other Points of Interest */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Aerilon is the capital city of [[Joriah]], a kingdom of [[Norlaria]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Aerilon is a city built at the base of the Attleholm Peaks, it is the hub for trade and business across the continent with a view of the ocean in the distance. The Sprawling Bazaar is the entrance into this city, a market unlike anywhere else on the continent and what is most likely the most diverse gathering of people that most will ever see; all businesses, stalls and traders make their living here in these winding, worn streets, including craftsmen and taverns. Moving closer to and up the mountain, various ramps, lifts and staircases will take people to The Hearth Tier, where the people of Aerilon reside, built into the slope of the mountain itself. These roads are filled with all kinds of residences, some appear to be built on top of each other, others have enough room to build a fence around their home and it&#039;s difficult to tell if the space correlates to wealth. Moving upwards again, a single large staircase leads to the highest point of Aerilon where the royal family of Joriah and the nobles reside in The Mercantile Estate. The large mansion built into the mountainside houses the Merchant-King and his family but also his advisors and their families, the estate was designed to be approachable by the denizens of the kingdom, not to put up walls and divide the governing body from their people.&lt;br /&gt;
&lt;br /&gt;
== Localities ==&lt;br /&gt;
&lt;br /&gt;
=== The Sprawling Bazaar ===&lt;br /&gt;
The Sprawling Bazaar is the entrance to Aerilon, welcoming you into the bustling clutches of this city with it&#039;s many traders, stalls, shops and sourceless music. All of the businesses within the city trade here, including traders and importers of goods from other kingdoms. The various shapes and sizes of businesses fill what feels like miles of winding roads, some areas consist of many, many tents and umbrellas set up in close quarters with each other, others are brick and mortar buildings with grand frontages and window displays, some towering up to the sky with 3, 4, 5 levels filled with shops.&lt;br /&gt;
&lt;br /&gt;
==== [[Celestia&#039;s Curiosities]] (Magic Shop) ====&lt;br /&gt;
- Located towards the center of the Sprawling Bazaar, this three-story shop stands tall between several smaller buildings, it appears to be painted a deep deep blue with glittering crystals on the outside to appear like the night sky full of stars. This is the largest magic shop within Aerilon, but not the only way to purchase magical products.&lt;br /&gt;
&lt;br /&gt;
==== [[Nectar Nook Bakery]] ====&lt;br /&gt;
- This quaint bakery is found amongst the bustling shops in the Bazaar, a brick and mortar shop painted in varying shades of yellow and amber, a pastel yellow and white striped awning provides some shade above the entrance to one of the most unique appearing shops in the area, the smell of bread and sugar fills the street in the early mornings.&lt;br /&gt;
&lt;br /&gt;
==== [[Sanguine Exchange (Aerilon Branch)]] (Blood Donation) ====&lt;br /&gt;
- Found towards the back of the Bazaar, an impossibly white building stands out between two non-descript shopfronts as the Jorian branch of the Sanguine Exchange, a business found across the continent that allows adventurers and desperate souls alike to donate their blood or life force for immediate coin.&lt;br /&gt;
&lt;br /&gt;
==== [[The Copper Coin Collective]] (Merchant Guild) ====&lt;br /&gt;
- The headquarters for this merchant guild can be found in the centre of the Bazaar, surrounded by the shops and traders they support. The very large stone building decorated with gold trim is hard to miss, and is home to the various sectors of the guild, including offices, research facilities and support for all kinds of merchants.&lt;br /&gt;
&lt;br /&gt;
==== [[The Mountain&#039;s Mug]] (Tavern) ====&lt;br /&gt;
- Found in the center of the Bazaar indicated by a large, worn sign of a tankard on the side of the old stone building with a sprawling collection of tents extending their seating for patrons, this tavern and inn is the hub for locals, traders and travelers alike and has plenty of room for lodging.&lt;br /&gt;
&lt;br /&gt;
==== [[The Silver Scale Guild]] (Merchant Guild) ====&lt;br /&gt;
- The headquarters for this upper crust merchant guild can be found away from the hustle and bustle of the market towards the mountain, a marble structure with silver and platinum trim, an ornate entrance and large marble statues guard the door to this high end guild, providing offices, facilities and support to their members.&lt;br /&gt;
&lt;br /&gt;
==== [[The Steel and Stein]] (Tavern) ====&lt;br /&gt;
- Located towards the edge of town, this uninviting and lackluster tavern and inn can provide a cheap overnight stay or a shady meeting place for those surreptitious meetings. Owned and run by Rurik, a conversation adverse male dwarf, this tavern is also a safe house and one of several entrances to The Shadow Veil&#039;s underground hideout&lt;br /&gt;
&lt;br /&gt;
==== [[The Velvet Curtain]] (Theatre) ====&lt;br /&gt;
- Found within the Bazaar, close to the mountain, this opulent theatre is a place for art and entertainments for travellers and locals alike and is known for an eclectic mix of shows, ranging from local aspiring performers to travelling elite. Owned and operated by Lady Ariadne, a passionate elf with an eye for talent and a skill for business and her extremely loyal crew.&lt;br /&gt;
&lt;br /&gt;
==== [[The Whispering Teapot]] (Tavern) ====&lt;br /&gt;
- This quaint and quiet tavern is towards the edge of the Bazaar, it doesn&#039;t stand out and can be difficult to find if the street is too busy but the locals know this place and enjoy the escape it brings from the bustle of city life, follow the smell of good food and you&#039;ll probably find it.&lt;br /&gt;
&lt;br /&gt;
==== [[Tradier&#039;s Post (Aerilon Branch)]] ====&lt;br /&gt;
- The Tradier&#039;s Post in the city, a large, five-story tower made from the natural stone from the mountain, located close to the centre of the Sprawling Bazaar to ensure they are easy to locate by locals and tourists alike. An embattled parapet crowns the tower, serving as a watch post.&lt;br /&gt;
&lt;br /&gt;
=== The Hearth Tier ===&lt;br /&gt;
The Hearth Tier is home to the citizens that live within the city&#039;s walls; some business owners may live in the Sprawling Bazaar but the majority of the city folk live in this tier. Various homes and residences follow the mountain path, some buildings almost perched on top of each other, some are taller buildings that house several families, some homes have enough space to build a fence around their property, however with only a brief glance, it&#039;s difficult to determine if this is a matter of wealth.&lt;br /&gt;
&lt;br /&gt;
==== Hope&#039;s Hearth Sanctuary ====&lt;br /&gt;
- The city orphanage, located in what looks like a cluster of buildings on top of each other, it&#039;s difficult to miss as the pale stone walls are almost always covered in chalk drawings from the children.&lt;br /&gt;
&lt;br /&gt;
- The inside is kept clean and looked after, nothing looks broken or dirty beyond what you might expect in a building of children, the ground floor is the play area, kitchen, dining room and a few offices, the upper 3 floors are bedrooms for the children and guardians.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Matron Aria&#039;&#039;&#039;, the main guardian and caretaker of the sanctuary, it&#039;s difficult to determine her age. Her silver hair is always in a neat bun, deep green eyes that hold a calm and quiet authority and a soothing voice, her unwavering dedication to the children is well-known by the city, she keeps everything running smoothly and provides a warm and loving environment to nurture those in her care. She is a half elf but it&#039;s impossible to tell as her ears look human, and is a low level wizard.&lt;br /&gt;
&lt;br /&gt;
==== [[The Sorcerer&#039;s Herald (Aerilon Branch)]] ====&lt;br /&gt;
- The Jorian branch of the Sorcerer&#039;s Herald located in The Hearth Tier, seeking reprieve from the noise of the Bazaar but still being accessible for the locals, the immaculately clean building is easy to locate due to the aerial landing pad on the roof, and a large, spindle-like tower that holds a large white crystal.&lt;br /&gt;
&lt;br /&gt;
=== The Mercantile Estate ===&lt;br /&gt;
The Mercantile Estate is the highest level in Aerilon, consisting of a large mansion, half of which has been built into carved out sections of the mountain itself. The Merchant-King and his family live here, along with the current advisors and their families; while the estate is guarded, access is not restricted and the populace are welcome to visit and speak to the royal family or their advisors, if they have the time. &lt;br /&gt;
&lt;br /&gt;
=== Other Points of Interest ===&lt;br /&gt;
&lt;br /&gt;
==== [[The Glimmer Market]] ====&lt;br /&gt;
- This market takes place for a week every 3rd full Lutris moon, starting the night of the full moon, operating at night out of stalls they borrow from the daytime businesses. Coin is not your standard currency here, and chances are you will see items or opportunities you&#039;ve never seen before.&lt;br /&gt;
&lt;br /&gt;
== Society ==&lt;br /&gt;
&lt;br /&gt;
=== Demographics ===&lt;br /&gt;
&lt;br /&gt;
=== Notable People ===&lt;br /&gt;
&lt;br /&gt;
==== Ironthane family ====&lt;br /&gt;
A large merchant family that has strong connections in Yne, regularly able to locate and supply ores, metals and minerals to Aerilon&lt;br /&gt;
&lt;br /&gt;
The Ironthanes have 7 children, the older siblings are already in the process of learning or participating in the business, there isn&#039;t much the younger siblings can do than to work for the company, or attempt to branch out and find their own path&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;/div&gt;</summary>
		<author><name>Abbey</name></author>
	</entry>
	<entry>
		<id>https://eliqueth.andrewwelch.net/index.php?title=Things_to_create&amp;diff=448</id>
		<title>Things to create</title>
		<link rel="alternate" type="text/html" href="https://eliqueth.andrewwelch.net/index.php?title=Things_to_create&amp;diff=448"/>
		<updated>2026-06-21T03:38:56Z</updated>

		<summary type="html">&lt;p&gt;Abbey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Train system from Joriah to Yne, magic base &lt;br /&gt;
&lt;br /&gt;
Skyports in Joriah and thenatere, zepplins using aetherstone&lt;br /&gt;
&lt;br /&gt;
Blood bank, they can donate blood/HP for gold&lt;br /&gt;
&lt;br /&gt;
Disease area in Riadin, have to roll every morning they&#039;re in that vicinity&lt;br /&gt;
&lt;br /&gt;
Half orc tutor with tattoos that works at the school or library, always has flowers at his desk from his garden at home&lt;br /&gt;
&lt;br /&gt;
Twin NPCs that are both travelling merchants that hate each other&lt;br /&gt;
&lt;br /&gt;
Elf raised by goliaths&lt;br /&gt;
&lt;br /&gt;
Hag Hydra&lt;br /&gt;
&lt;br /&gt;
Bridge of teeth&lt;br /&gt;
&lt;br /&gt;
Jack as a cryptid fairy story/royalty &lt;br /&gt;
&lt;br /&gt;
Volcano on Folitera&lt;br /&gt;
&lt;br /&gt;
Gold and platinun mine in thenatere&lt;br /&gt;
&lt;br /&gt;
Lots of gem mines in joriah&lt;br /&gt;
&lt;br /&gt;
Medicament&lt;br /&gt;
&lt;br /&gt;
Tavern with a built in aquarium (2 minute tabletop)&lt;br /&gt;
&lt;br /&gt;
A Royal Hoot - inn with an owlbear pet, selling owlbear feather and claw jewellery&lt;br /&gt;
&lt;br /&gt;
Kenku professor - Crowfesser&lt;/div&gt;</summary>
		<author><name>Abbey</name></author>
	</entry>
	<entry>
		<id>https://eliqueth.andrewwelch.net/index.php?title=Things_to_create&amp;diff=447</id>
		<title>Things to create</title>
		<link rel="alternate" type="text/html" href="https://eliqueth.andrewwelch.net/index.php?title=Things_to_create&amp;diff=447"/>
		<updated>2026-06-21T02:12:30Z</updated>

		<summary type="html">&lt;p&gt;Abbey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Train system from Joriah to Yne, magic base &lt;br /&gt;
&lt;br /&gt;
Skyports in Joriah and thenatere, zepplins using aetherstone&lt;br /&gt;
&lt;br /&gt;
Blood bank, they can donate blood/HP for gold&lt;br /&gt;
&lt;br /&gt;
Disease area in Riadin, have to roll every morning they&#039;re in that vicinity&lt;br /&gt;
&lt;br /&gt;
Half orc tutor with tattoos that works at the school or library, always has flowers at his desk from his garden at home&lt;br /&gt;
&lt;br /&gt;
Twin NPCs that are both travelling merchants that hate each other&lt;br /&gt;
&lt;br /&gt;
Elf raised by goliaths&lt;br /&gt;
&lt;br /&gt;
Hag Hydra&lt;br /&gt;
&lt;br /&gt;
Bridge of teeth&lt;br /&gt;
&lt;br /&gt;
Jack as a cryptid fairy story/royalty &lt;br /&gt;
&lt;br /&gt;
Volcano on Folitera&lt;br /&gt;
&lt;br /&gt;
Gold and platinun mine in thenatere&lt;br /&gt;
&lt;br /&gt;
Lots of gem mines in joriah&lt;br /&gt;
&lt;br /&gt;
Medicament&lt;br /&gt;
&lt;br /&gt;
Tavern with a built in aquarium (2 minute tabletop)&lt;br /&gt;
&lt;br /&gt;
A Royal Hoot - inn with an owlbear pet, selling owlbear feather and claw jewellery&lt;/div&gt;</summary>
		<author><name>Abbey</name></author>
	</entry>
	<entry>
		<id>https://eliqueth.andrewwelch.net/index.php?title=The_Glimmer_Market&amp;diff=446</id>
		<title>The Glimmer Market</title>
		<link rel="alternate" type="text/html" href="https://eliqueth.andrewwelch.net/index.php?title=The_Glimmer_Market&amp;diff=446"/>
		<updated>2026-06-21T01:01:02Z</updated>

		<summary type="html">&lt;p&gt;Abbey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Location ===&lt;br /&gt;
The Glimmer Market is held in [[Aerilon]], [[Joriah]] for a week, operating from&lt;br /&gt;
&lt;br /&gt;
=== Atmosphere and Appearance ===&lt;br /&gt;
&lt;br /&gt;
=== Stalls ===&lt;br /&gt;
Not a place you find. A place you&#039;re already in when you notice the light has changed.&lt;br /&gt;
&lt;br /&gt;
The Glimmer Market occupies the oldest quarter of Aerilon&#039;s Sprawling Bazaar — a warren of wooden platforms, rope bridges, and canvas awnings built up and over itself across three levels of scaffolding. It opens at the sixth bell, when the sun drops low enough to turn the harbor gold, and it runs until the last lantern gutters out. No one rings a closing bell. The market ends when the light does.&lt;br /&gt;
&lt;br /&gt;
Every stall hangs a lantern. Not for light — the market has plenty of that. For permission. A lit lantern means the stall is open, the merchant present, the deal honored. An unlit lantern means closed — no exceptions, no haggling through the dark. This is the only rule everyone agrees on.&lt;br /&gt;
&lt;br /&gt;
The Tollkeepers enforce the rest. They walk the platforms in pairs, settle disputes, and collect the market&#039;s cut. They don&#039;t carry weapons. They don&#039;t need to. Everyone in the Glimmer Market knows that a Tollkeeper&#039;s word is the difference between a stall and an empty patch of boards.&lt;br /&gt;
&lt;br /&gt;
The market sells everything that fits in the space between legal and forgotten. Curiosities. Secrets. Second chances. The stalls shift seasonally — some merchants appear for a week and vanish for a year — but a few are permanent enough to know by name.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soot &amp;amp; Stem&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Merchant: An old woman called Granny Wick, who never gives the same name twice. She sells tinctures, salves, and poultices in small clay pots sealed with wax. Her stall is a cart with a built-in brazier — she brews fresh batches while customers wait. The smoke smells different every night. She claims it depends on what you need.&lt;br /&gt;
&lt;br /&gt;
What she actually sells: Remedies that work. Not miracles — she can&#039;t regrow a finger — but her burn salve is the best in the lower wards, and her sleeping draught will put down a man twice your size for exactly six hours. She charges coin, but she&#039;ll also trade for ingredients she can&#039;t grow herself. She&#039;s been there longer than anyone can remember.&lt;br /&gt;
&lt;br /&gt;
Hook potential: Granny Wick knows who&#039;s sick, who&#039;s injured, and who&#039;s buying remedies for wounds they won&#039;t explain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Turned Page&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Merchant: A nervous young man named Orin who inherited the stall from his uncle and still hasn&#039;t figured out how to run it. He sells books — used, rare, occasionally cursed. His uncle&#039;s system was meticulous. Orin&#039;s is a disaster. Half the inventory isn&#039;t labeled. A third of it is in languages he can&#039;t read. Two books in the back stack hum when the market gets quiet.&lt;br /&gt;
&lt;br /&gt;
What he actually sells: Knowledge, mostly. Histories. Maps. One shelf of spellbooks he&#039;s too afraid to price. He&#039;ll sell anything on the table, but if you ask about the locked trunk under the cart, he gets twitchy. That&#039;s his uncle&#039;s personal collection. He hasn&#039;t opened it.&lt;br /&gt;
&lt;br /&gt;
Hook potential: The locked trunk. Or the book someone keeps coming back for that Orin swears he already sold three times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Bell &amp;amp; Bite&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Merchant: A husband-and-wife team, Tomas and Lira. Tomas cooks. Lira serves. Their stall is a portable kitchen — iron griddle, hanging pots, a counter of worn wood where customers eat standing up. They sell fried dough, spiced meat on skewers, and a soup that changes nightly based on what Lira found at the morning market.&lt;br /&gt;
&lt;br /&gt;
What they actually sell: Food and gossip. Lira hears everything. The stall is positioned at a platform crossroads, and people talk while they eat. Tomas keeps his head down and cooks. Lira remembers every word.&lt;br /&gt;
&lt;br /&gt;
Hook potential: Lira knows who&#039;s new, who&#039;s nervous, and who&#039;s been asking questions they shouldn&#039;t be asking. She&#039;ll share for free if she likes you. If she doesn&#039;t, the soup costs double.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Echo Booth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Merchant: No one. The stall has no merchant. It&#039;s a small wooden booth with a curtain across the front and a sign that reads Leave what you carry. Take what you find. Inside: a single shelf displaying objects — a child&#039;s shoe, a broken compass, a locket that won&#039;t open, a letter in a language no one in Aerilon speaks. Each object has a price carved into the shelf beneath it, but the prices don&#039;t make sense. The shoe costs &amp;quot;the name of your first regret.&amp;quot; The compass costs &amp;quot;three notes of a song you&#039;ve forgotten.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
What it actually sells: Unclear. People leave things and take things. The objects change. The Tollkeepers have tried to remove the booth twice. It was back by the next bell both times. They&#039;ve stopped trying.&lt;br /&gt;
&lt;br /&gt;
Hook potential: Someone left something there they shouldn&#039;t have. Or someone took something and it&#039;s changing them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Weight of Coin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Merchant: A dwarf named Bram Korr, former accountant for the Silver Scale Guild who quit when he realized he was better at predicting markets than serving them. He runs a small exchange stall — currency conversion, debt valuation, contract review. His real trade is information. He can tell you what anything in the market is actually worth, including things that don&#039;t have a price.&lt;br /&gt;
&lt;br /&gt;
What he actually sells: Certainty. Bram keeps a ledger of every transaction he witnesses. He knows who&#039;s overpaying, who&#039;s desperate, and who&#039;s about to go under. He&#039;ll share for a fee. He&#039;ll share more if you bring him something he doesn&#039;t already know.&lt;br /&gt;
&lt;br /&gt;
Hook potential: Bram&#039;s ledger has a gap — a transaction he can&#039;t explain. Or someone wants him to stop watching.&lt;/div&gt;</summary>
		<author><name>Abbey</name></author>
	</entry>
	<entry>
		<id>https://eliqueth.andrewwelch.net/index.php?title=Aerilon&amp;diff=445</id>
		<title>Aerilon</title>
		<link rel="alternate" type="text/html" href="https://eliqueth.andrewwelch.net/index.php?title=Aerilon&amp;diff=445"/>
		<updated>2026-06-21T00:56:23Z</updated>

		<summary type="html">&lt;p&gt;Abbey: /* The Glimmer Market */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Aerilon is the capital city of [[Joriah]], a kingdom of [[Norlaria]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Aerilon is a city built at the base of the Attleholm Peaks, it is the hub for trade and business across the continent with a view of the ocean in the distance. The Sprawling Bazaar is the entrance into this city, a market unlike anywhere else on the continent and what is most likely the most diverse gathering of people that most will ever see; all businesses, stalls and traders make their living here in these winding, worn streets, including craftsmen and taverns. Moving closer to and up the mountain, various ramps, lifts and staircases will take people to The Hearth Tier, where the people of Aerilon reside, built into the slope of the mountain itself. These roads are filled with all kinds of residences, some appear to be built on top of each other, others have enough room to build a fence around their home and it&#039;s difficult to tell if the space correlates to wealth. Moving upwards again, a single large staircase leads to the highest point of Aerilon where the royal family of Joriah and the nobles reside in The Mercantile Estate. The large mansion built into the mountainside houses the Merchant-King and his family but also his advisors and their families, the estate was designed to be approachable by the denizens of the kingdom, not to put up walls and divide the governing body from their people.&lt;br /&gt;
&lt;br /&gt;
== Localities ==&lt;br /&gt;
&lt;br /&gt;
=== The Sprawling Bazaar ===&lt;br /&gt;
The Sprawling Bazaar is the entrance to Aerilon, welcoming you into the bustling clutches of this city with it&#039;s many traders, stalls, shops and sourceless music. All of the businesses within the city trade here, including traders and importers of goods from other kingdoms. The various shapes and sizes of businesses fill what feels like miles of winding roads, some areas consist of many, many tents and umbrellas set up in close quarters with each other, others are brick and mortar buildings with grand frontages and window displays, some towering up to the sky with 3, 4, 5 levels filled with shops.&lt;br /&gt;
&lt;br /&gt;
==== [[Celestia&#039;s Curiosities]] (Magic Shop) ====&lt;br /&gt;
- Located towards the center of the Sprawling Bazaar, this three-story shop stands tall between several smaller buildings, it appears to be painted a deep deep blue with glittering crystals on the outside to appear like the night sky full of stars. This is the largest magic shop within Aerilon, but not the only way to purchase magical products.&lt;br /&gt;
&lt;br /&gt;
==== [[Nectar Nook Bakery]] ====&lt;br /&gt;
- This quaint bakery is found amongst the bustling shops in the Bazaar, a brick and mortar shop painted in varying shades of yellow and amber, a pastel yellow and white striped awning provides some shade above the entrance to one of the most unique appearing shops in the area, the smell of bread and sugar fills the street in the early mornings.&lt;br /&gt;
&lt;br /&gt;
==== [[Sanguine Exchange (Aerilon Branch)]] (Blood Donation) ====&lt;br /&gt;
- Found towards the back of the Bazaar, an impossibly white building stands out between two non-descript shopfronts as the Jorian branch of the Sanguine Exchange, a business found across the continent that allows adventurers and desperate souls alike to donate their blood or life force for immediate coin.&lt;br /&gt;
&lt;br /&gt;
==== [[The Copper Coin Collective]] (Merchant Guild) ====&lt;br /&gt;
- The headquarters for this merchant guild can be found in the centre of the Bazaar, surrounded by the shops and traders they support. The very large stone building decorated with gold trim is hard to miss, and is home to the various sectors of the guild, including offices, research facilities and support for all kinds of merchants.&lt;br /&gt;
&lt;br /&gt;
==== [[The Mountain&#039;s Mug]] (Tavern) ====&lt;br /&gt;
- Found in the center of the Bazaar indicated by a large, worn sign of a tankard on the side of the old stone building with a sprawling collection of tents extending their seating for patrons, this tavern and inn is the hub for locals, traders and travelers alike and has plenty of room for lodging.&lt;br /&gt;
&lt;br /&gt;
==== [[The Silver Scale Guild]] (Merchant Guild) ====&lt;br /&gt;
- The headquarters for this upper crust merchant guild can be found away from the hustle and bustle of the market towards the mountain, a marble structure with silver and platinum trim, an ornate entrance and large marble statues guard the door to this high end guild, providing offices, facilities and support to their members.&lt;br /&gt;
&lt;br /&gt;
==== [[The Steel and Stein]] (Tavern) ====&lt;br /&gt;
- Located towards the edge of town, this uninviting and lackluster tavern and inn can provide a cheap overnight stay or a shady meeting place for those surreptitious meetings. Owned and run by Rurik, a conversation adverse male dwarf, this tavern is also a safe house and one of several entrances to The Shadow Veil&#039;s underground hideout&lt;br /&gt;
&lt;br /&gt;
==== [[The Velvet Curtain]] (Theatre) ====&lt;br /&gt;
- Found within the Bazaar, close to the mountain, this opulent theatre is a place for art and entertainments for travellers and locals alike and is known for an eclectic mix of shows, ranging from local aspiring performers to travelling elite. Owned and operated by Lady Ariadne, a passionate elf with an eye for talent and a skill for business and her extremely loyal crew.&lt;br /&gt;
&lt;br /&gt;
==== [[The Whispering Teapot]] (Tavern) ====&lt;br /&gt;
- This quaint and quiet tavern is towards the edge of the Bazaar, it doesn&#039;t stand out and can be difficult to find if the street is too busy but the locals know this place and enjoy the escape it brings from the bustle of city life, follow the smell of good food and you&#039;ll probably find it.&lt;br /&gt;
&lt;br /&gt;
==== [[Tradier&#039;s Post (Aerilon Branch)]] ====&lt;br /&gt;
- The Tradier&#039;s Post in the city, a large, five-story tower made from the natural stone from the mountain, located close to the centre of the Sprawling Bazaar to ensure they are easy to locate by locals and tourists alike. An embattled parapet crowns the tower, serving as a watch post.&lt;br /&gt;
&lt;br /&gt;
=== The Hearth Tier ===&lt;br /&gt;
The Hearth Tier is home to the citizens that live within the city&#039;s walls; some business owners may live in the Sprawling Bazaar but the majority of the city folk live in this tier. Various homes and residences follow the mountain path, some buildings almost perched on top of each other, some are taller buildings that house several families, some homes have enough space to build a fence around their property, however with only a brief glance, it&#039;s difficult to determine if this is a matter of wealth.&lt;br /&gt;
&lt;br /&gt;
==== Hope&#039;s Hearth Sanctuary ====&lt;br /&gt;
- The city orphanage, located in what looks like a cluster of buildings on top of each other, it&#039;s difficult to miss as the pale stone walls are almost always covered in chalk drawings from the children.&lt;br /&gt;
&lt;br /&gt;
- The inside is kept clean and looked after, nothing looks broken or dirty beyond what you might expect in a building of children, the ground floor is the play area, kitchen, dining room and a few offices, the upper 3 floors are bedrooms for the children and guardians.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Matron Aria&#039;&#039;&#039;, the main guardian and caretaker of the sanctuary, it&#039;s difficult to determine her age. Her silver hair is always in a neat bun, deep green eyes that hold a calm and quiet authority and a soothing voice, her unwavering dedication to the children is well-known by the city, she keeps everything running smoothly and provides a warm and loving environment to nurture those in her care. She is a half elf but it&#039;s impossible to tell as her ears look human, and is a low level wizard.&lt;br /&gt;
&lt;br /&gt;
==== [[The Sorcerer&#039;s Herald (Aerilon Branch)]] ====&lt;br /&gt;
- The Jorian branch of the Sorcerer&#039;s Herald located in The Hearth Tier, seeking reprieve from the noise of the Bazaar but still being accessible for the locals, the immaculately clean building is easy to locate due to the aerial landing pad on the roof, and a large, spindle-like tower that holds a large white crystal.&lt;br /&gt;
&lt;br /&gt;
=== The Mercantile Estate ===&lt;br /&gt;
The Mercantile Estate is the highest level in Aerilon, consisting of a large mansion, half of which has been built into carved out sections of the mountain itself. The Merchant-King and his family live here, along with the current advisors and their families; while the estate is guarded, access is not restricted and the populace are welcome to visit and speak to the royal family or their advisors, if they have the time. &lt;br /&gt;
&lt;br /&gt;
=== Other Points of Interest ===&lt;br /&gt;
&lt;br /&gt;
==== [[The Glimmer Market]] ====&lt;br /&gt;
- This market only takes place for a week during every 3rd full Lutris moon, with the full moon taking place on the fourth day, operating at night out of stalls they borrow from the daytime businesses. Coin is not your standard currency here, and chances are you will see items or opportunities you&#039;ve never seen before.&lt;br /&gt;
&lt;br /&gt;
== Society ==&lt;br /&gt;
&lt;br /&gt;
=== Demographics ===&lt;br /&gt;
&lt;br /&gt;
=== Notable People ===&lt;br /&gt;
&lt;br /&gt;
==== Ironthane family ====&lt;br /&gt;
A large merchant family that has strong connections in Yne, regularly able to locate and supply ores, metals and minerals to Aerilon&lt;br /&gt;
&lt;br /&gt;
The Ironthanes have 7 children, the older siblings are already in the process of learning or participating in the business, there isn&#039;t much the younger siblings can do than to work for the company, or attempt to branch out and find their own path&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;/div&gt;</summary>
		<author><name>Abbey</name></author>
	</entry>
	<entry>
		<id>https://eliqueth.andrewwelch.net/index.php?title=Aerilon&amp;diff=444</id>
		<title>Aerilon</title>
		<link rel="alternate" type="text/html" href="https://eliqueth.andrewwelch.net/index.php?title=Aerilon&amp;diff=444"/>
		<updated>2026-06-21T00:55:39Z</updated>

		<summary type="html">&lt;p&gt;Abbey: /* Arcane Collegium (Magic Guild) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Aerilon is the capital city of [[Joriah]], a kingdom of [[Norlaria]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Aerilon is a city built at the base of the Attleholm Peaks, it is the hub for trade and business across the continent with a view of the ocean in the distance. The Sprawling Bazaar is the entrance into this city, a market unlike anywhere else on the continent and what is most likely the most diverse gathering of people that most will ever see; all businesses, stalls and traders make their living here in these winding, worn streets, including craftsmen and taverns. Moving closer to and up the mountain, various ramps, lifts and staircases will take people to The Hearth Tier, where the people of Aerilon reside, built into the slope of the mountain itself. These roads are filled with all kinds of residences, some appear to be built on top of each other, others have enough room to build a fence around their home and it&#039;s difficult to tell if the space correlates to wealth. Moving upwards again, a single large staircase leads to the highest point of Aerilon where the royal family of Joriah and the nobles reside in The Mercantile Estate. The large mansion built into the mountainside houses the Merchant-King and his family but also his advisors and their families, the estate was designed to be approachable by the denizens of the kingdom, not to put up walls and divide the governing body from their people.&lt;br /&gt;
&lt;br /&gt;
== Localities ==&lt;br /&gt;
&lt;br /&gt;
=== The Sprawling Bazaar ===&lt;br /&gt;
The Sprawling Bazaar is the entrance to Aerilon, welcoming you into the bustling clutches of this city with it&#039;s many traders, stalls, shops and sourceless music. All of the businesses within the city trade here, including traders and importers of goods from other kingdoms. The various shapes and sizes of businesses fill what feels like miles of winding roads, some areas consist of many, many tents and umbrellas set up in close quarters with each other, others are brick and mortar buildings with grand frontages and window displays, some towering up to the sky with 3, 4, 5 levels filled with shops.&lt;br /&gt;
&lt;br /&gt;
==== [[Celestia&#039;s Curiosities]] (Magic Shop) ====&lt;br /&gt;
- Located towards the center of the Sprawling Bazaar, this three-story shop stands tall between several smaller buildings, it appears to be painted a deep deep blue with glittering crystals on the outside to appear like the night sky full of stars. This is the largest magic shop within Aerilon, but not the only way to purchase magical products.&lt;br /&gt;
&lt;br /&gt;
==== [[Nectar Nook Bakery]] ====&lt;br /&gt;
- This quaint bakery is found amongst the bustling shops in the Bazaar, a brick and mortar shop painted in varying shades of yellow and amber, a pastel yellow and white striped awning provides some shade above the entrance to one of the most unique appearing shops in the area, the smell of bread and sugar fills the street in the early mornings.&lt;br /&gt;
&lt;br /&gt;
==== [[Sanguine Exchange (Aerilon Branch)]] (Blood Donation) ====&lt;br /&gt;
- Found towards the back of the Bazaar, an impossibly white building stands out between two non-descript shopfronts as the Jorian branch of the Sanguine Exchange, a business found across the continent that allows adventurers and desperate souls alike to donate their blood or life force for immediate coin.&lt;br /&gt;
&lt;br /&gt;
==== [[The Copper Coin Collective]] (Merchant Guild) ====&lt;br /&gt;
- The headquarters for this merchant guild can be found in the centre of the Bazaar, surrounded by the shops and traders they support. The very large stone building decorated with gold trim is hard to miss, and is home to the various sectors of the guild, including offices, research facilities and support for all kinds of merchants.&lt;br /&gt;
&lt;br /&gt;
==== [[The Mountain&#039;s Mug]] (Tavern) ====&lt;br /&gt;
- Found in the center of the Bazaar indicated by a large, worn sign of a tankard on the side of the old stone building with a sprawling collection of tents extending their seating for patrons, this tavern and inn is the hub for locals, traders and travelers alike and has plenty of room for lodging.&lt;br /&gt;
&lt;br /&gt;
==== [[The Silver Scale Guild]] (Merchant Guild) ====&lt;br /&gt;
- The headquarters for this upper crust merchant guild can be found away from the hustle and bustle of the market towards the mountain, a marble structure with silver and platinum trim, an ornate entrance and large marble statues guard the door to this high end guild, providing offices, facilities and support to their members.&lt;br /&gt;
&lt;br /&gt;
==== [[The Steel and Stein]] (Tavern) ====&lt;br /&gt;
- Located towards the edge of town, this uninviting and lackluster tavern and inn can provide a cheap overnight stay or a shady meeting place for those surreptitious meetings. Owned and run by Rurik, a conversation adverse male dwarf, this tavern is also a safe house and one of several entrances to The Shadow Veil&#039;s underground hideout&lt;br /&gt;
&lt;br /&gt;
==== [[The Velvet Curtain]] (Theatre) ====&lt;br /&gt;
- Found within the Bazaar, close to the mountain, this opulent theatre is a place for art and entertainments for travellers and locals alike and is known for an eclectic mix of shows, ranging from local aspiring performers to travelling elite. Owned and operated by Lady Ariadne, a passionate elf with an eye for talent and a skill for business and her extremely loyal crew.&lt;br /&gt;
&lt;br /&gt;
==== [[The Whispering Teapot]] (Tavern) ====&lt;br /&gt;
- This quaint and quiet tavern is towards the edge of the Bazaar, it doesn&#039;t stand out and can be difficult to find if the street is too busy but the locals know this place and enjoy the escape it brings from the bustle of city life, follow the smell of good food and you&#039;ll probably find it.&lt;br /&gt;
&lt;br /&gt;
==== [[Tradier&#039;s Post (Aerilon Branch)]] ====&lt;br /&gt;
- The Tradier&#039;s Post in the city, a large, five-story tower made from the natural stone from the mountain, located close to the centre of the Sprawling Bazaar to ensure they are easy to locate by locals and tourists alike. An embattled parapet crowns the tower, serving as a watch post.&lt;br /&gt;
&lt;br /&gt;
=== The Hearth Tier ===&lt;br /&gt;
The Hearth Tier is home to the citizens that live within the city&#039;s walls; some business owners may live in the Sprawling Bazaar but the majority of the city folk live in this tier. Various homes and residences follow the mountain path, some buildings almost perched on top of each other, some are taller buildings that house several families, some homes have enough space to build a fence around their property, however with only a brief glance, it&#039;s difficult to determine if this is a matter of wealth.&lt;br /&gt;
&lt;br /&gt;
==== Hope&#039;s Hearth Sanctuary ====&lt;br /&gt;
- The city orphanage, located in what looks like a cluster of buildings on top of each other, it&#039;s difficult to miss as the pale stone walls are almost always covered in chalk drawings from the children.&lt;br /&gt;
&lt;br /&gt;
- The inside is kept clean and looked after, nothing looks broken or dirty beyond what you might expect in a building of children, the ground floor is the play area, kitchen, dining room and a few offices, the upper 3 floors are bedrooms for the children and guardians.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Matron Aria&#039;&#039;&#039;, the main guardian and caretaker of the sanctuary, it&#039;s difficult to determine her age. Her silver hair is always in a neat bun, deep green eyes that hold a calm and quiet authority and a soothing voice, her unwavering dedication to the children is well-known by the city, she keeps everything running smoothly and provides a warm and loving environment to nurture those in her care. She is a half elf but it&#039;s impossible to tell as her ears look human, and is a low level wizard.&lt;br /&gt;
&lt;br /&gt;
==== [[The Sorcerer&#039;s Herald (Aerilon Branch)]] ====&lt;br /&gt;
- The Jorian branch of the Sorcerer&#039;s Herald located in The Hearth Tier, seeking reprieve from the noise of the Bazaar but still being accessible for the locals, the immaculately clean building is easy to locate due to the aerial landing pad on the roof, and a large, spindle-like tower that holds a large white crystal.&lt;br /&gt;
&lt;br /&gt;
=== The Mercantile Estate ===&lt;br /&gt;
The Mercantile Estate is the highest level in Aerilon, consisting of a large mansion, half of which has been built into carved out sections of the mountain itself. The Merchant-King and his family live here, along with the current advisors and their families; while the estate is guarded, access is not restricted and the populace are welcome to visit and speak to the royal family or their advisors, if they have the time. &lt;br /&gt;
&lt;br /&gt;
=== Other Points of Interest ===&lt;br /&gt;
&lt;br /&gt;
==== [[The Glimmer Market]] ====&lt;br /&gt;
- This market only takes place for a week during every 3rd full Lutris moon, with the full moon taking place on the fourth day, operating at night out of stalls they borrow from the daytime businesses. The currency is less likely to be coin here, and chances are you will see items you&#039;ve never seen before.&lt;br /&gt;
&lt;br /&gt;
== Society ==&lt;br /&gt;
&lt;br /&gt;
=== Demographics ===&lt;br /&gt;
&lt;br /&gt;
=== Notable People ===&lt;br /&gt;
&lt;br /&gt;
==== Ironthane family ====&lt;br /&gt;
A large merchant family that has strong connections in Yne, regularly able to locate and supply ores, metals and minerals to Aerilon&lt;br /&gt;
&lt;br /&gt;
The Ironthanes have 7 children, the older siblings are already in the process of learning or participating in the business, there isn&#039;t much the younger siblings can do than to work for the company, or attempt to branch out and find their own path&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;/div&gt;</summary>
		<author><name>Abbey</name></author>
	</entry>
	<entry>
		<id>https://eliqueth.andrewwelch.net/index.php?title=Aerilon&amp;diff=443</id>
		<title>Aerilon</title>
		<link rel="alternate" type="text/html" href="https://eliqueth.andrewwelch.net/index.php?title=Aerilon&amp;diff=443"/>
		<updated>2026-06-21T00:55:19Z</updated>

		<summary type="html">&lt;p&gt;Abbey: /* The Silver Scale Guild (Merchant Guild) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Aerilon is the capital city of [[Joriah]], a kingdom of [[Norlaria]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Aerilon is a city built at the base of the Attleholm Peaks, it is the hub for trade and business across the continent with a view of the ocean in the distance. The Sprawling Bazaar is the entrance into this city, a market unlike anywhere else on the continent and what is most likely the most diverse gathering of people that most will ever see; all businesses, stalls and traders make their living here in these winding, worn streets, including craftsmen and taverns. Moving closer to and up the mountain, various ramps, lifts and staircases will take people to The Hearth Tier, where the people of Aerilon reside, built into the slope of the mountain itself. These roads are filled with all kinds of residences, some appear to be built on top of each other, others have enough room to build a fence around their home and it&#039;s difficult to tell if the space correlates to wealth. Moving upwards again, a single large staircase leads to the highest point of Aerilon where the royal family of Joriah and the nobles reside in The Mercantile Estate. The large mansion built into the mountainside houses the Merchant-King and his family but also his advisors and their families, the estate was designed to be approachable by the denizens of the kingdom, not to put up walls and divide the governing body from their people.&lt;br /&gt;
&lt;br /&gt;
== Localities ==&lt;br /&gt;
&lt;br /&gt;
=== The Sprawling Bazaar ===&lt;br /&gt;
The Sprawling Bazaar is the entrance to Aerilon, welcoming you into the bustling clutches of this city with it&#039;s many traders, stalls, shops and sourceless music. All of the businesses within the city trade here, including traders and importers of goods from other kingdoms. The various shapes and sizes of businesses fill what feels like miles of winding roads, some areas consist of many, many tents and umbrellas set up in close quarters with each other, others are brick and mortar buildings with grand frontages and window displays, some towering up to the sky with 3, 4, 5 levels filled with shops.&lt;br /&gt;
&lt;br /&gt;
==== [[Arcane Collegium]] (Magic Guild) ====&lt;br /&gt;
&lt;br /&gt;
==== [[Celestia&#039;s Curiosities]] (Magic Shop) ====&lt;br /&gt;
- Located towards the center of the Sprawling Bazaar, this three-story shop stands tall between several smaller buildings, it appears to be painted a deep deep blue with glittering crystals on the outside to appear like the night sky full of stars. This is the largest magic shop within Aerilon, but not the only way to purchase magical products.&lt;br /&gt;
&lt;br /&gt;
==== [[Nectar Nook Bakery]] ====&lt;br /&gt;
- This quaint bakery is found amongst the bustling shops in the Bazaar, a brick and mortar shop painted in varying shades of yellow and amber, a pastel yellow and white striped awning provides some shade above the entrance to one of the most unique appearing shops in the area, the smell of bread and sugar fills the street in the early mornings.&lt;br /&gt;
&lt;br /&gt;
==== [[Sanguine Exchange (Aerilon Branch)]] (Blood Donation) ====&lt;br /&gt;
- Found towards the back of the Bazaar, an impossibly white building stands out between two non-descript shopfronts as the Jorian branch of the Sanguine Exchange, a business found across the continent that allows adventurers and desperate souls alike to donate their blood or life force for immediate coin.&lt;br /&gt;
&lt;br /&gt;
==== [[The Copper Coin Collective]] (Merchant Guild) ====&lt;br /&gt;
- The headquarters for this merchant guild can be found in the centre of the Bazaar, surrounded by the shops and traders they support. The very large stone building decorated with gold trim is hard to miss, and is home to the various sectors of the guild, including offices, research facilities and support for all kinds of merchants.&lt;br /&gt;
&lt;br /&gt;
==== [[The Mountain&#039;s Mug]] (Tavern) ====&lt;br /&gt;
- Found in the center of the Bazaar indicated by a large, worn sign of a tankard on the side of the old stone building with a sprawling collection of tents extending their seating for patrons, this tavern and inn is the hub for locals, traders and travelers alike and has plenty of room for lodging.&lt;br /&gt;
&lt;br /&gt;
==== [[The Silver Scale Guild]] (Merchant Guild) ====&lt;br /&gt;
- The headquarters for this upper crust merchant guild can be found away from the hustle and bustle of the market towards the mountain, a marble structure with silver and platinum trim, an ornate entrance and large marble statues guard the door to this high end guild, providing offices, facilities and support to their members.&lt;br /&gt;
&lt;br /&gt;
==== [[The Steel and Stein]] (Tavern) ====&lt;br /&gt;
- Located towards the edge of town, this uninviting and lackluster tavern and inn can provide a cheap overnight stay or a shady meeting place for those surreptitious meetings. Owned and run by Rurik, a conversation adverse male dwarf, this tavern is also a safe house and one of several entrances to The Shadow Veil&#039;s underground hideout&lt;br /&gt;
&lt;br /&gt;
==== [[The Velvet Curtain]] (Theatre) ====&lt;br /&gt;
- Found within the Bazaar, close to the mountain, this opulent theatre is a place for art and entertainments for travellers and locals alike and is known for an eclectic mix of shows, ranging from local aspiring performers to travelling elite. Owned and operated by Lady Ariadne, a passionate elf with an eye for talent and a skill for business and her extremely loyal crew.&lt;br /&gt;
&lt;br /&gt;
==== [[The Whispering Teapot]] (Tavern) ====&lt;br /&gt;
- This quaint and quiet tavern is towards the edge of the Bazaar, it doesn&#039;t stand out and can be difficult to find if the street is too busy but the locals know this place and enjoy the escape it brings from the bustle of city life, follow the smell of good food and you&#039;ll probably find it.&lt;br /&gt;
&lt;br /&gt;
==== [[Tradier&#039;s Post (Aerilon Branch)]] ====&lt;br /&gt;
- The Tradier&#039;s Post in the city, a large, five-story tower made from the natural stone from the mountain, located close to the centre of the Sprawling Bazaar to ensure they are easy to locate by locals and tourists alike. An embattled parapet crowns the tower, serving as a watch post.&lt;br /&gt;
&lt;br /&gt;
=== The Hearth Tier ===&lt;br /&gt;
The Hearth Tier is home to the citizens that live within the city&#039;s walls; some business owners may live in the Sprawling Bazaar but the majority of the city folk live in this tier. Various homes and residences follow the mountain path, some buildings almost perched on top of each other, some are taller buildings that house several families, some homes have enough space to build a fence around their property, however with only a brief glance, it&#039;s difficult to determine if this is a matter of wealth.&lt;br /&gt;
&lt;br /&gt;
==== Hope&#039;s Hearth Sanctuary ====&lt;br /&gt;
- The city orphanage, located in what looks like a cluster of buildings on top of each other, it&#039;s difficult to miss as the pale stone walls are almost always covered in chalk drawings from the children.&lt;br /&gt;
&lt;br /&gt;
- The inside is kept clean and looked after, nothing looks broken or dirty beyond what you might expect in a building of children, the ground floor is the play area, kitchen, dining room and a few offices, the upper 3 floors are bedrooms for the children and guardians.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Matron Aria&#039;&#039;&#039;, the main guardian and caretaker of the sanctuary, it&#039;s difficult to determine her age. Her silver hair is always in a neat bun, deep green eyes that hold a calm and quiet authority and a soothing voice, her unwavering dedication to the children is well-known by the city, she keeps everything running smoothly and provides a warm and loving environment to nurture those in her care. She is a half elf but it&#039;s impossible to tell as her ears look human, and is a low level wizard.&lt;br /&gt;
&lt;br /&gt;
==== [[The Sorcerer&#039;s Herald (Aerilon Branch)]] ====&lt;br /&gt;
- The Jorian branch of the Sorcerer&#039;s Herald located in The Hearth Tier, seeking reprieve from the noise of the Bazaar but still being accessible for the locals, the immaculately clean building is easy to locate due to the aerial landing pad on the roof, and a large, spindle-like tower that holds a large white crystal.&lt;br /&gt;
&lt;br /&gt;
=== The Mercantile Estate ===&lt;br /&gt;
The Mercantile Estate is the highest level in Aerilon, consisting of a large mansion, half of which has been built into carved out sections of the mountain itself. The Merchant-King and his family live here, along with the current advisors and their families; while the estate is guarded, access is not restricted and the populace are welcome to visit and speak to the royal family or their advisors, if they have the time. &lt;br /&gt;
&lt;br /&gt;
=== Other Points of Interest ===&lt;br /&gt;
&lt;br /&gt;
==== [[The Glimmer Market]] ====&lt;br /&gt;
- This market only takes place for a week during every 3rd full Lutris moon, with the full moon taking place on the fourth day, operating at night out of stalls they borrow from the daytime businesses. The currency is less likely to be coin here, and chances are you will see items you&#039;ve never seen before.&lt;br /&gt;
&lt;br /&gt;
== Society ==&lt;br /&gt;
&lt;br /&gt;
=== Demographics ===&lt;br /&gt;
&lt;br /&gt;
=== Notable People ===&lt;br /&gt;
&lt;br /&gt;
==== Ironthane family ====&lt;br /&gt;
A large merchant family that has strong connections in Yne, regularly able to locate and supply ores, metals and minerals to Aerilon&lt;br /&gt;
&lt;br /&gt;
The Ironthanes have 7 children, the older siblings are already in the process of learning or participating in the business, there isn&#039;t much the younger siblings can do than to work for the company, or attempt to branch out and find their own path&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;/div&gt;</summary>
		<author><name>Abbey</name></author>
	</entry>
	<entry>
		<id>https://eliqueth.andrewwelch.net/index.php?title=Aerilon&amp;diff=442</id>
		<title>Aerilon</title>
		<link rel="alternate" type="text/html" href="https://eliqueth.andrewwelch.net/index.php?title=Aerilon&amp;diff=442"/>
		<updated>2026-06-21T00:43:18Z</updated>

		<summary type="html">&lt;p&gt;Abbey: /* Sanguine Exchange (Aerilon Branch) (Blood Donation) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Aerilon is the capital city of [[Joriah]], a kingdom of [[Norlaria]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Aerilon is a city built at the base of the Attleholm Peaks, it is the hub for trade and business across the continent with a view of the ocean in the distance. The Sprawling Bazaar is the entrance into this city, a market unlike anywhere else on the continent and what is most likely the most diverse gathering of people that most will ever see; all businesses, stalls and traders make their living here in these winding, worn streets, including craftsmen and taverns. Moving closer to and up the mountain, various ramps, lifts and staircases will take people to The Hearth Tier, where the people of Aerilon reside, built into the slope of the mountain itself. These roads are filled with all kinds of residences, some appear to be built on top of each other, others have enough room to build a fence around their home and it&#039;s difficult to tell if the space correlates to wealth. Moving upwards again, a single large staircase leads to the highest point of Aerilon where the royal family of Joriah and the nobles reside in The Mercantile Estate. The large mansion built into the mountainside houses the Merchant-King and his family but also his advisors and their families, the estate was designed to be approachable by the denizens of the kingdom, not to put up walls and divide the governing body from their people.&lt;br /&gt;
&lt;br /&gt;
== Localities ==&lt;br /&gt;
&lt;br /&gt;
=== The Sprawling Bazaar ===&lt;br /&gt;
The Sprawling Bazaar is the entrance to Aerilon, welcoming you into the bustling clutches of this city with it&#039;s many traders, stalls, shops and sourceless music. All of the businesses within the city trade here, including traders and importers of goods from other kingdoms. The various shapes and sizes of businesses fill what feels like miles of winding roads, some areas consist of many, many tents and umbrellas set up in close quarters with each other, others are brick and mortar buildings with grand frontages and window displays, some towering up to the sky with 3, 4, 5 levels filled with shops.&lt;br /&gt;
&lt;br /&gt;
==== [[Arcane Collegium]] (Magic Guild) ====&lt;br /&gt;
&lt;br /&gt;
==== [[Celestia&#039;s Curiosities]] (Magic Shop) ====&lt;br /&gt;
- Located towards the center of the Sprawling Bazaar, this three-story shop stands tall between several smaller buildings, it appears to be painted a deep deep blue with glittering crystals on the outside to appear like the night sky full of stars. This is the largest magic shop within Aerilon, but not the only way to purchase magical products.&lt;br /&gt;
&lt;br /&gt;
==== [[Nectar Nook Bakery]] ====&lt;br /&gt;
- This quaint bakery is found amongst the bustling shops in the Bazaar, a brick and mortar shop painted in varying shades of yellow and amber, a pastel yellow and white striped awning provides some shade above the entrance to one of the most unique appearing shops in the area, the smell of bread and sugar fills the street in the early mornings.&lt;br /&gt;
&lt;br /&gt;
==== [[Sanguine Exchange (Aerilon Branch)]] (Blood Donation) ====&lt;br /&gt;
- Found towards the back of the Bazaar, an impossibly white building stands out between two non-descript shopfronts as the Jorian branch of the Sanguine Exchange, a business found across the continent that allows adventurers and desperate souls alike to donate their blood or life force for immediate coin.&lt;br /&gt;
&lt;br /&gt;
==== [[The Copper Coin Collective]] (Merchant Guild) ====&lt;br /&gt;
- The headquarters for this merchant guild can be found in the centre of the Bazaar, surrounded by the shops and traders they support. The very large stone building decorated with gold trim is hard to miss, and is home to the various sectors of the guild, including offices, research facilities and support for all kinds of merchants.&lt;br /&gt;
&lt;br /&gt;
==== [[The Mountain&#039;s Mug]] (Tavern) ====&lt;br /&gt;
- Found in the center of the Bazaar indicated by a large, worn sign of a tankard on the side of the old stone building with a sprawling collection of tents extending their seating for patrons, this tavern and inn is the hub for locals, traders and travelers alike and has plenty of room for lodging.&lt;br /&gt;
&lt;br /&gt;
==== [[The Silver Scale Guild]] (Merchant Guild) ====&lt;br /&gt;
&lt;br /&gt;
==== [[The Steel and Stein]] (Tavern) ====&lt;br /&gt;
- Located towards the edge of town, this uninviting and lackluster tavern and inn can provide a cheap overnight stay or a shady meeting place for those surreptitious meetings. Owned and run by Rurik, a conversation adverse male dwarf, this tavern is also a safe house and one of several entrances to The Shadow Veil&#039;s underground hideout&lt;br /&gt;
&lt;br /&gt;
==== [[The Velvet Curtain]] (Theatre) ====&lt;br /&gt;
- Found within the Bazaar, close to the mountain, this opulent theatre is a place for art and entertainments for travellers and locals alike and is known for an eclectic mix of shows, ranging from local aspiring performers to travelling elite. Owned and operated by Lady Ariadne, a passionate elf with an eye for talent and a skill for business and her extremely loyal crew.&lt;br /&gt;
&lt;br /&gt;
==== [[The Whispering Teapot]] (Tavern) ====&lt;br /&gt;
- This quaint and quiet tavern is towards the edge of the Bazaar, it doesn&#039;t stand out and can be difficult to find if the street is too busy but the locals know this place and enjoy the escape it brings from the bustle of city life, follow the smell of good food and you&#039;ll probably find it.&lt;br /&gt;
&lt;br /&gt;
==== [[Tradier&#039;s Post (Aerilon Branch)]] ====&lt;br /&gt;
- The Tradier&#039;s Post in the city, a large, five-story tower made from the natural stone from the mountain, located close to the centre of the Sprawling Bazaar to ensure they are easy to locate by locals and tourists alike. An embattled parapet crowns the tower, serving as a watch post.&lt;br /&gt;
&lt;br /&gt;
=== The Hearth Tier ===&lt;br /&gt;
The Hearth Tier is home to the citizens that live within the city&#039;s walls; some business owners may live in the Sprawling Bazaar but the majority of the city folk live in this tier. Various homes and residences follow the mountain path, some buildings almost perched on top of each other, some are taller buildings that house several families, some homes have enough space to build a fence around their property, however with only a brief glance, it&#039;s difficult to determine if this is a matter of wealth.&lt;br /&gt;
&lt;br /&gt;
==== Hope&#039;s Hearth Sanctuary ====&lt;br /&gt;
- The city orphanage, located in what looks like a cluster of buildings on top of each other, it&#039;s difficult to miss as the pale stone walls are almost always covered in chalk drawings from the children.&lt;br /&gt;
&lt;br /&gt;
- The inside is kept clean and looked after, nothing looks broken or dirty beyond what you might expect in a building of children, the ground floor is the play area, kitchen, dining room and a few offices, the upper 3 floors are bedrooms for the children and guardians.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Matron Aria&#039;&#039;&#039;, the main guardian and caretaker of the sanctuary, it&#039;s difficult to determine her age. Her silver hair is always in a neat bun, deep green eyes that hold a calm and quiet authority and a soothing voice, her unwavering dedication to the children is well-known by the city, she keeps everything running smoothly and provides a warm and loving environment to nurture those in her care. She is a half elf but it&#039;s impossible to tell as her ears look human, and is a low level wizard.&lt;br /&gt;
&lt;br /&gt;
==== [[The Sorcerer&#039;s Herald (Aerilon Branch)]] ====&lt;br /&gt;
- The Jorian branch of the Sorcerer&#039;s Herald located in The Hearth Tier, seeking reprieve from the noise of the Bazaar but still being accessible for the locals, the immaculately clean building is easy to locate due to the aerial landing pad on the roof, and a large, spindle-like tower that holds a large white crystal.&lt;br /&gt;
&lt;br /&gt;
=== The Mercantile Estate ===&lt;br /&gt;
The Mercantile Estate is the highest level in Aerilon, consisting of a large mansion, half of which has been built into carved out sections of the mountain itself. The Merchant-King and his family live here, along with the current advisors and their families; while the estate is guarded, access is not restricted and the populace are welcome to visit and speak to the royal family or their advisors, if they have the time. &lt;br /&gt;
&lt;br /&gt;
=== Other Points of Interest ===&lt;br /&gt;
&lt;br /&gt;
==== [[The Glimmer Market]] ====&lt;br /&gt;
- This market only takes place for a week during every 3rd full Lutris moon, with the full moon taking place on the fourth day, operating at night out of stalls they borrow from the daytime businesses. The currency is less likely to be coin here, and chances are you will see items you&#039;ve never seen before.&lt;br /&gt;
&lt;br /&gt;
== Society ==&lt;br /&gt;
&lt;br /&gt;
=== Demographics ===&lt;br /&gt;
&lt;br /&gt;
=== Notable People ===&lt;br /&gt;
&lt;br /&gt;
==== Ironthane family ====&lt;br /&gt;
A large merchant family that has strong connections in Yne, regularly able to locate and supply ores, metals and minerals to Aerilon&lt;br /&gt;
&lt;br /&gt;
The Ironthanes have 7 children, the older siblings are already in the process of learning or participating in the business, there isn&#039;t much the younger siblings can do than to work for the company, or attempt to branch out and find their own path&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;/div&gt;</summary>
		<author><name>Abbey</name></author>
	</entry>
	<entry>
		<id>https://eliqueth.andrewwelch.net/index.php?title=Sanguine_Exchange_(Aerilon_Branch)&amp;diff=441</id>
		<title>Sanguine Exchange (Aerilon Branch)</title>
		<link rel="alternate" type="text/html" href="https://eliqueth.andrewwelch.net/index.php?title=Sanguine_Exchange_(Aerilon_Branch)&amp;diff=441"/>
		<updated>2026-06-21T00:38:39Z</updated>

		<summary type="html">&lt;p&gt;Abbey: Created page with &amp;quot;The Sanguine Exchange is a singular, unsettling establishment that functions less like a settlement and more like a place one stumbles upon—tucked between two unremarkable buildings in whatever city it chooses to occupy, its pristine white facade gleaming with an uncanny sterility. Adventurers and desperate souls alike enter its doors to trade blood or life force for immediate gold, served by polite staff who answer questions with practiced deflection. What is done wit...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Sanguine Exchange is a singular, unsettling establishment that functions less like a settlement and more like a place one stumbles upon—tucked between two unremarkable buildings in whatever city it chooses to occupy, its pristine white facade gleaming with an uncanny sterility. Adventurers and desperate souls alike enter its doors to trade blood or life force for immediate gold, served by polite staff who answer questions with practiced deflection. What is done with the harvested vitality remains a closely guarded secret, though the rumors grow darker with each passing season.&lt;br /&gt;
&lt;br /&gt;
Single-building micro-establishment functioning as a specialized trade post; internally organized into a sterile reception foyer, private extraction suites, and a sealed back laboratory. Relocates between cities without warning, always reappearing in dense urban districts near alchemist quarters or poor neighborhoods.&lt;br /&gt;
&lt;br /&gt;
The most immediately striking feature of &#039;&#039;&#039;The Sanguine Exchange&#039;&#039;&#039; is its exterior — impossibly white stonework that never accumulates grime, framed by a door of deep crimson lacquered wood bearing no signage beyond a small brass plaque etched with ouroboros imagery. Inside, visitors are greeted by &#039;&#039;the Pallor Hall&#039;&#039;, a waiting room of white marble and soft amber light where the air smells faintly of copper and lavender, designed to soothe rather than alarm. The &#039;&#039;&#039;Extraction Suites&#039;&#039;&#039; beyond are partitioned by frosted glass and equipped with gleaming brass instruments of unknown alchemical purpose — elegant devices that pulse faintly when a donor is seated. Most unnerving is the &#039;&#039;&#039;sealed iron door&#039;&#039;&#039; at the corridor&#039;s end, from which no sound ever escapes, yet which staff disappear behind with unsettling regularity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Sanguine Exchange&#039;&#039;&#039; operates under no city charter and acknowledges no municipal authority, yet no local government has ever successfully shuttered it. Its internal order is maintained by &#039;&#039;&#039;the Concierge&#039;&#039;&#039;, a title rather than a name, held by whoever greets visitors at the front desk — always impeccably dressed, always serene, always evasive. Disputes among clients are resolved swiftly and quietly; those who become aggressive are escorted out by &#039;&#039;the Attendants&#039;&#039;, pale figures of indeterminate race who move with unsettling efficiency. The Exchange enforces one absolute rule: &#039;&#039;&#039;no donor may re-enter within seven days of a previous session&#039;&#039;&#039;, enforced through a small branded mark left on the inner wrist after each transaction — invisible to the naked eye but apparently readable to all Exchange staff.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Concierge (they/them)&#039;&#039;&#039; — The current face of the Exchange, this individual gives their name only as &amp;quot;the Concierge&amp;quot; and has held the title for what neighbors claim is &#039;&#039;far longer than any single person should&#039;&#039;. Impeccably mannered, dressed in ivory and silver, they greet every visitor by name even on first meetings, offer tea, and deflect every substantive question with warm misdirection. They are the primary point of contact for any party seeking information — and the primary obstacle to obtaining it. Whether they are a willing participant in whatever the Exchange truly does, or a prisoner of a role they cannot escape, is entirely unclear.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attendant Sove&#039;&#039;&#039; — One of the silent, pale staff members, Sove is unique in that they &#039;&#039;blink&#039;&#039; — an unconscious tell that suggests something more human persists beneath the Exchange&#039;s conditioning. On one occasion, a donor reported that Sove slipped a folded note into their coat pocket that read only: &#039;&#039;&amp;quot;Don&#039;t come back. Don&#039;t let them count to five.&amp;quot;&#039;&#039; Whether Sove can be reached, communicated with, or trusted is a mystery the party may choose to pursue — at considerable personal risk.&lt;/div&gt;</summary>
		<author><name>Abbey</name></author>
	</entry>
	<entry>
		<id>https://eliqueth.andrewwelch.net/index.php?title=The_Glimmer_Market&amp;diff=440</id>
		<title>The Glimmer Market</title>
		<link rel="alternate" type="text/html" href="https://eliqueth.andrewwelch.net/index.php?title=The_Glimmer_Market&amp;diff=440"/>
		<updated>2026-06-20T10:44:41Z</updated>

		<summary type="html">&lt;p&gt;Abbey: Created page with &amp;quot;Not a place you find. A place you&amp;#039;re already in when you notice the light has changed.  The Glimmer Market occupies the oldest quarter of Aerilon&amp;#039;s Sprawling Bazaar — a warren of wooden platforms, rope bridges, and canvas awnings built up and over itself across three levels of scaffolding. It opens at the sixth bell, when the sun drops low enough to turn the harbor gold, and it runs until the last lantern gutters out. No one rings a closing bell. The market ends when t...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Not a place you find. A place you&#039;re already in when you notice the light has changed.&lt;br /&gt;
&lt;br /&gt;
The Glimmer Market occupies the oldest quarter of Aerilon&#039;s Sprawling Bazaar — a warren of wooden platforms, rope bridges, and canvas awnings built up and over itself across three levels of scaffolding. It opens at the sixth bell, when the sun drops low enough to turn the harbor gold, and it runs until the last lantern gutters out. No one rings a closing bell. The market ends when the light does.&lt;br /&gt;
&lt;br /&gt;
Every stall hangs a lantern. Not for light — the market has plenty of that. For permission. A lit lantern means the stall is open, the merchant present, the deal honored. An unlit lantern means closed — no exceptions, no haggling through the dark. This is the only rule everyone agrees on.&lt;br /&gt;
&lt;br /&gt;
The Tollkeepers enforce the rest. They walk the platforms in pairs, settle disputes, and collect the market&#039;s cut. They don&#039;t carry weapons. They don&#039;t need to. Everyone in the Glimmer Market knows that a Tollkeeper&#039;s word is the difference between a stall and an empty patch of boards.&lt;br /&gt;
&lt;br /&gt;
The market sells everything that fits in the space between legal and forgotten. Curiosities. Secrets. Second chances. The stalls shift seasonally — some merchants appear for a week and vanish for a year — but a few are permanent enough to know by name.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soot &amp;amp; Stem&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Merchant: An old woman called Granny Wick, who never gives the same name twice. She sells tinctures, salves, and poultices in small clay pots sealed with wax. Her stall is a cart with a built-in brazier — she brews fresh batches while customers wait. The smoke smells different every night. She claims it depends on what you need.&lt;br /&gt;
&lt;br /&gt;
What she actually sells: Remedies that work. Not miracles — she can&#039;t regrow a finger — but her burn salve is the best in the lower wards, and her sleeping draught will put down a man twice your size for exactly six hours. She charges coin, but she&#039;ll also trade for ingredients she can&#039;t grow herself. She&#039;s been there longer than anyone can remember.&lt;br /&gt;
&lt;br /&gt;
Hook potential: Granny Wick knows who&#039;s sick, who&#039;s injured, and who&#039;s buying remedies for wounds they won&#039;t explain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Turned Page&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Merchant: A nervous young man named Orin who inherited the stall from his uncle and still hasn&#039;t figured out how to run it. He sells books — used, rare, occasionally cursed. His uncle&#039;s system was meticulous. Orin&#039;s is a disaster. Half the inventory isn&#039;t labeled. A third of it is in languages he can&#039;t read. Two books in the back stack hum when the market gets quiet.&lt;br /&gt;
&lt;br /&gt;
What he actually sells: Knowledge, mostly. Histories. Maps. One shelf of spellbooks he&#039;s too afraid to price. He&#039;ll sell anything on the table, but if you ask about the locked trunk under the cart, he gets twitchy. That&#039;s his uncle&#039;s personal collection. He hasn&#039;t opened it.&lt;br /&gt;
&lt;br /&gt;
Hook potential: The locked trunk. Or the book someone keeps coming back for that Orin swears he already sold three times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Bell &amp;amp; Bite&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Merchant: A husband-and-wife team, Tomas and Lira. Tomas cooks. Lira serves. Their stall is a portable kitchen — iron griddle, hanging pots, a counter of worn wood where customers eat standing up. They sell fried dough, spiced meat on skewers, and a soup that changes nightly based on what Lira found at the morning market.&lt;br /&gt;
&lt;br /&gt;
What they actually sell: Food and gossip. Lira hears everything. The stall is positioned at a platform crossroads, and people talk while they eat. Tomas keeps his head down and cooks. Lira remembers every word.&lt;br /&gt;
&lt;br /&gt;
Hook potential: Lira knows who&#039;s new, who&#039;s nervous, and who&#039;s been asking questions they shouldn&#039;t be asking. She&#039;ll share for free if she likes you. If she doesn&#039;t, the soup costs double.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Echo Booth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Merchant: No one. The stall has no merchant. It&#039;s a small wooden booth with a curtain across the front and a sign that reads Leave what you carry. Take what you find. Inside: a single shelf displaying objects — a child&#039;s shoe, a broken compass, a locket that won&#039;t open, a letter in a language no one in Aerilon speaks. Each object has a price carved into the shelf beneath it, but the prices don&#039;t make sense. The shoe costs &amp;quot;the name of your first regret.&amp;quot; The compass costs &amp;quot;three notes of a song you&#039;ve forgotten.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
What it actually sells: Unclear. People leave things and take things. The objects change. The Tollkeepers have tried to remove the booth twice. It was back by the next bell both times. They&#039;ve stopped trying.&lt;br /&gt;
&lt;br /&gt;
Hook potential: Someone left something there they shouldn&#039;t have. Or someone took something and it&#039;s changing them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Weight of Coin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Merchant: A dwarf named Bram Korr, former accountant for the Silver Scale Guild who quit when he realized he was better at predicting markets than serving them. He runs a small exchange stall — currency conversion, debt valuation, contract review. His real trade is information. He can tell you what anything in the market is actually worth, including things that don&#039;t have a price.&lt;br /&gt;
&lt;br /&gt;
What he actually sells: Certainty. Bram keeps a ledger of every transaction he witnesses. He knows who&#039;s overpaying, who&#039;s desperate, and who&#039;s about to go under. He&#039;ll share for a fee. He&#039;ll share more if you bring him something he doesn&#039;t already know.&lt;br /&gt;
&lt;br /&gt;
Hook potential: Bram&#039;s ledger has a gap — a transaction he can&#039;t explain. Or someone wants him to stop watching.&lt;/div&gt;</summary>
		<author><name>Abbey</name></author>
	</entry>
	<entry>
		<id>https://eliqueth.andrewwelch.net/index.php?title=Aerilon&amp;diff=439</id>
		<title>Aerilon</title>
		<link rel="alternate" type="text/html" href="https://eliqueth.andrewwelch.net/index.php?title=Aerilon&amp;diff=439"/>
		<updated>2026-06-20T10:41:18Z</updated>

		<summary type="html">&lt;p&gt;Abbey: /* Other Points of Interest */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Aerilon is the capital city of [[Joriah]], a kingdom of [[Norlaria]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Aerilon is a city built at the base of the Attleholm Peaks, it is the hub for trade and business across the continent with a view of the ocean in the distance. The Sprawling Bazaar is the entrance into this city, a market unlike anywhere else on the continent and what is most likely the most diverse gathering of people that most will ever see; all businesses, stalls and traders make their living here in these winding, worn streets, including craftsmen and taverns. Moving closer to and up the mountain, various ramps, lifts and staircases will take people to The Hearth Tier, where the people of Aerilon reside, built into the slope of the mountain itself. These roads are filled with all kinds of residences, some appear to be built on top of each other, others have enough room to build a fence around their home and it&#039;s difficult to tell if the space correlates to wealth. Moving upwards again, a single large staircase leads to the highest point of Aerilon where the royal family of Joriah and the nobles reside in The Mercantile Estate. The large mansion built into the mountainside houses the Merchant-King and his family but also his advisors and their families, the estate was designed to be approachable by the denizens of the kingdom, not to put up walls and divide the governing body from their people.&lt;br /&gt;
&lt;br /&gt;
== Localities ==&lt;br /&gt;
&lt;br /&gt;
=== The Sprawling Bazaar ===&lt;br /&gt;
The Sprawling Bazaar is the entrance to Aerilon, welcoming you into the bustling clutches of this city with it&#039;s many traders, stalls, shops and sourceless music. All of the businesses within the city trade here, including traders and importers of goods from other kingdoms. The various shapes and sizes of businesses fill what feels like miles of winding roads, some areas consist of many, many tents and umbrellas set up in close quarters with each other, others are brick and mortar buildings with grand frontages and window displays, some towering up to the sky with 3, 4, 5 levels filled with shops.&lt;br /&gt;
&lt;br /&gt;
==== [[Arcane Collegium]] (Magic Guild) ====&lt;br /&gt;
&lt;br /&gt;
==== [[Celestia&#039;s Curiosities]] (Magic Shop) ====&lt;br /&gt;
- Located towards the center of the Sprawling Bazaar, this three-story shop stands tall between several smaller buildings, it appears to be painted a deep deep blue with glittering crystals on the outside to appear like the night sky full of stars. This is the largest magic shop within Aerilon, but not the only way to purchase magical products.&lt;br /&gt;
&lt;br /&gt;
==== [[Nectar Nook Bakery]] ====&lt;br /&gt;
- This quaint bakery is found amongst the bustling shops in the Bazaar, a brick and mortar shop painted in varying shades of yellow and amber, a pastel yellow and white striped awning provides some shade above the entrance to one of the most unique appearing shops in the area, the smell of bread and sugar fills the street in the early mornings.&lt;br /&gt;
&lt;br /&gt;
==== [[Sanguine Exchange (Aerilon Branch)]] (Blood Donation) ====&lt;br /&gt;
&lt;br /&gt;
==== [[The Copper Coin Collective]] (Merchant Guild) ====&lt;br /&gt;
- The headquarters for this merchant guild can be found in the centre of the Bazaar, surrounded by the shops and traders they support. The very large stone building decorated with gold trim is hard to miss, and is home to the various sectors of the guild, including offices, research facilities and support for all kinds of merchants.&lt;br /&gt;
&lt;br /&gt;
==== [[The Mountain&#039;s Mug]] (Tavern) ====&lt;br /&gt;
- Found in the center of the Bazaar indicated by a large, worn sign of a tankard on the side of the old stone building with a sprawling collection of tents extending their seating for patrons, this tavern and inn is the hub for locals, traders and travelers alike and has plenty of room for lodging.&lt;br /&gt;
&lt;br /&gt;
==== [[The Silver Scale Guild]] (Merchant Guild) ====&lt;br /&gt;
&lt;br /&gt;
==== [[The Steel and Stein]] (Tavern) ====&lt;br /&gt;
- Located towards the edge of town, this uninviting and lackluster tavern and inn can provide a cheap overnight stay or a shady meeting place for those surreptitious meetings. Owned and run by Rurik, a conversation adverse male dwarf, this tavern is also a safe house and one of several entrances to The Shadow Veil&#039;s underground hideout&lt;br /&gt;
&lt;br /&gt;
==== [[The Velvet Curtain]] (Theatre) ====&lt;br /&gt;
- Found within the Bazaar, close to the mountain, this opulent theatre is a place for art and entertainments for travellers and locals alike and is known for an eclectic mix of shows, ranging from local aspiring performers to travelling elite. Owned and operated by Lady Ariadne, a passionate elf with an eye for talent and a skill for business and her extremely loyal crew.&lt;br /&gt;
&lt;br /&gt;
==== [[The Whispering Teapot]] (Tavern) ====&lt;br /&gt;
- This quaint and quiet tavern is towards the edge of the Bazaar, it doesn&#039;t stand out and can be difficult to find if the street is too busy but the locals know this place and enjoy the escape it brings from the bustle of city life, follow the smell of good food and you&#039;ll probably find it.&lt;br /&gt;
&lt;br /&gt;
==== [[Tradier&#039;s Post (Aerilon Branch)]] ====&lt;br /&gt;
- The Tradier&#039;s Post in the city, a large, five-story tower made from the natural stone from the mountain, located close to the centre of the Sprawling Bazaar to ensure they are easy to locate by locals and tourists alike. An embattled parapet crowns the tower, serving as a watch post.&lt;br /&gt;
&lt;br /&gt;
=== The Hearth Tier ===&lt;br /&gt;
The Hearth Tier is home to the citizens that live within the city&#039;s walls; some business owners may live in the Sprawling Bazaar but the majority of the city folk live in this tier. Various homes and residences follow the mountain path, some buildings almost perched on top of each other, some are taller buildings that house several families, some homes have enough space to build a fence around their property, however with only a brief glance, it&#039;s difficult to determine if this is a matter of wealth.&lt;br /&gt;
&lt;br /&gt;
==== Hope&#039;s Hearth Sanctuary ====&lt;br /&gt;
- The city orphanage, located in what looks like a cluster of buildings on top of each other, it&#039;s difficult to miss as the pale stone walls are almost always covered in chalk drawings from the children.&lt;br /&gt;
&lt;br /&gt;
- The inside is kept clean and looked after, nothing looks broken or dirty beyond what you might expect in a building of children, the ground floor is the play area, kitchen, dining room and a few offices, the upper 3 floors are bedrooms for the children and guardians.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Matron Aria&#039;&#039;&#039;, the main guardian and caretaker of the sanctuary, it&#039;s difficult to determine her age. Her silver hair is always in a neat bun, deep green eyes that hold a calm and quiet authority and a soothing voice, her unwavering dedication to the children is well-known by the city, she keeps everything running smoothly and provides a warm and loving environment to nurture those in her care. She is a half elf but it&#039;s impossible to tell as her ears look human, and is a low level wizard.&lt;br /&gt;
&lt;br /&gt;
==== [[The Sorcerer&#039;s Herald (Aerilon Branch)]] ====&lt;br /&gt;
- The Jorian branch of the Sorcerer&#039;s Herald located in The Hearth Tier, seeking reprieve from the noise of the Bazaar but still being accessible for the locals, the immaculately clean building is easy to locate due to the aerial landing pad on the roof, and a large, spindle-like tower that holds a large white crystal.&lt;br /&gt;
&lt;br /&gt;
=== The Mercantile Estate ===&lt;br /&gt;
The Mercantile Estate is the highest level in Aerilon, consisting of a large mansion, half of which has been built into carved out sections of the mountain itself. The Merchant-King and his family live here, along with the current advisors and their families; while the estate is guarded, access is not restricted and the populace are welcome to visit and speak to the royal family or their advisors, if they have the time. &lt;br /&gt;
&lt;br /&gt;
=== Other Points of Interest ===&lt;br /&gt;
&lt;br /&gt;
==== [[The Glimmer Market]] ====&lt;br /&gt;
- This market only takes place for a week during every 3rd full Lutris moon, with the full moon taking place on the fourth day, operating at night out of stalls they borrow from the daytime businesses. The currency is less likely to be coin here, and chances are you will see items you&#039;ve never seen before.&lt;br /&gt;
&lt;br /&gt;
== Society ==&lt;br /&gt;
&lt;br /&gt;
=== Demographics ===&lt;br /&gt;
&lt;br /&gt;
=== Notable People ===&lt;br /&gt;
&lt;br /&gt;
==== Ironthane family ====&lt;br /&gt;
A large merchant family that has strong connections in Yne, regularly able to locate and supply ores, metals and minerals to Aerilon&lt;br /&gt;
&lt;br /&gt;
The Ironthanes have 7 children, the older siblings are already in the process of learning or participating in the business, there isn&#039;t much the younger siblings can do than to work for the company, or attempt to branch out and find their own path&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;/div&gt;</summary>
		<author><name>Abbey</name></author>
	</entry>
	<entry>
		<id>https://eliqueth.andrewwelch.net/index.php?title=Calendar_of_Eliqueth&amp;diff=438</id>
		<title>Calendar of Eliqueth</title>
		<link rel="alternate" type="text/html" href="https://eliqueth.andrewwelch.net/index.php?title=Calendar_of_Eliqueth&amp;diff=438"/>
		<updated>2026-06-20T10:06:48Z</updated>

		<summary type="html">&lt;p&gt;Abbey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A year in [[Eliqueth]] is 325 days long, and consists of 5 seasons, each season being 65 days long, the term &#039;month&#039; usually refers to half a season, a week is 8 days long and a day is 24 hours. &lt;br /&gt;
&lt;br /&gt;
== Week days ==&lt;br /&gt;
Driiren&lt;br /&gt;
&lt;br /&gt;
Quaren&lt;br /&gt;
&lt;br /&gt;
Muzren&lt;br /&gt;
&lt;br /&gt;
Plyren&lt;br /&gt;
&lt;br /&gt;
Doeren&lt;br /&gt;
&lt;br /&gt;
Chakren&lt;br /&gt;
&lt;br /&gt;
Lemren&lt;br /&gt;
&lt;br /&gt;
Kolren&lt;br /&gt;
&lt;br /&gt;
== Seasons ==&lt;br /&gt;
&lt;br /&gt;
=== Northern Hemisphere ===&lt;br /&gt;
Calefacien starts off the Eliquethian year and is known as the warming season&lt;br /&gt;
&lt;br /&gt;
Ferven, the hot season, is next, bringing lots of sun&lt;br /&gt;
&lt;br /&gt;
Regreshia is the cooling season as the temperatures begin to drop&lt;br /&gt;
&lt;br /&gt;
Algus is the cold season, bringing in ice and snow&lt;br /&gt;
&lt;br /&gt;
Imber is the wet season, enough rain to melt the ice and snow to begin anew&lt;br /&gt;
&lt;br /&gt;
=== Southern Hemisphere ===&lt;br /&gt;
Calefacien starts the year off with the cooling season&lt;br /&gt;
&lt;br /&gt;
Ferven is the cold season, with plenty of ice and snow&lt;br /&gt;
&lt;br /&gt;
Regreshia is the warming season, beginning to melt the snow&lt;br /&gt;
&lt;br /&gt;
Algus is the hot season, bringing sun and heat&lt;br /&gt;
&lt;br /&gt;
Imber is the wet season, starting quite humid until it begins to cool to begin again&lt;br /&gt;
&lt;br /&gt;
== Holidays, Celebrations and Festivals ==&lt;br /&gt;
&lt;br /&gt;
=== Northern Hemisphere ===&lt;br /&gt;
&lt;br /&gt;
==== Calafacien ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Day&lt;br /&gt;
!Celebration&lt;br /&gt;
!Places it&#039;s celebrated&lt;br /&gt;
|-&lt;br /&gt;
|45th&lt;br /&gt;
|Market Festival&lt;br /&gt;
|Liath (Norlaria)&lt;br /&gt;
|-&lt;br /&gt;
|50th&lt;br /&gt;
|Flower Festival&lt;br /&gt;
|Thenatere (Norlaria)&lt;br /&gt;
|-&lt;br /&gt;
|65th&lt;br /&gt;
|Festival for the Sun&lt;br /&gt;
|Liath (Norlaria)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Southern Hemisphere ===&lt;/div&gt;</summary>
		<author><name>Abbey</name></author>
	</entry>
	<entry>
		<id>https://eliqueth.andrewwelch.net/index.php?title=The_Gilded_Hand&amp;diff=437</id>
		<title>The Gilded Hand</title>
		<link rel="alternate" type="text/html" href="https://eliqueth.andrewwelch.net/index.php?title=The_Gilded_Hand&amp;diff=437"/>
		<updated>2026-06-16T01:05:33Z</updated>

		<summary type="html">&lt;p&gt;Abbey: /* The Fingers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Location ===&lt;br /&gt;
&lt;br /&gt;
=== Sectors ===&lt;br /&gt;
&lt;br /&gt;
=== Leadership ===&lt;br /&gt;
&lt;br /&gt;
==== Structure ====&lt;br /&gt;
The Gilded Palm: Leader&lt;br /&gt;
&lt;br /&gt;
The Fingers: Five core operatives with different specialties &lt;br /&gt;
&lt;br /&gt;
The Knuckles: Junior members or apprentices who assist on jobs or are training up&lt;br /&gt;
&lt;br /&gt;
==== Members ====&lt;br /&gt;
&lt;br /&gt;
===== Leader =====&lt;br /&gt;
&#039;&#039;&#039;The Gilded Palm, Stabby&#039;&#039;&#039;, a kenku of undetermined age, appears a bit young to be the leader of a guild&lt;br /&gt;
&lt;br /&gt;
===== The Fingers =====&lt;br /&gt;
&#039;&#039;&#039;Dorian Vane&#039;&#039;&#039;, the Face, a rakish male half-elf, older than he looks with pitch black hair just past his shoulders and a wardrobe worth more than people&#039;s homes. Charming and unflappable, he is capable of reading people like scholars read books, cover to cover in minutes and has a stellar memory for names, titles and secrets, able of talking past locked doors, into exclusive galas and out of trouble. Dorian isn&#039;t great with weapons but never needs them anyway, he raises an eyebrow and waits for the mark to make a mistake. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Serevyn Larkspur&#039;&#039;&#039;, The Forger, a quiet and unassuming female elf, mouse brown hair she keeps back in a simple ponytail and plain, neutral clothes with slightly ink-stained fingers. She is meticulous but solitary, and can replicate any handwriting after seeing it once; able to forge any document: invitations to events, deeds to properties that never sold, letters between nobles. She keeps a private collection of many noble seals across the continent, including three that have been lost. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gad Enqwo,&#039;&#039;&#039; The Analyst, an older male tortle with mossy green skin and amber eyes, with a weathered, scarred shell, covered in faded carvings he doesn&#039;t talk about. He moves with a deliberate slowness, never hurried or flustered and he carries a gnarled walking staff he doesn&#039;t need, giving the impression of a slow, old tortle to get the answers he needs. He maintains a network of informants across the city, however most of them would call him a friend, unaware of the quiet cunning behind his tired eyes.&lt;br /&gt;
&lt;br /&gt;
===== The Knuckles =====&lt;br /&gt;
&lt;br /&gt;
=== Allies ===&lt;br /&gt;
[[The Shadow Veil]]&lt;/div&gt;</summary>
		<author><name>Abbey</name></author>
	</entry>
	<entry>
		<id>https://eliqueth.andrewwelch.net/index.php?title=The_Whispering_Teapot&amp;diff=436</id>
		<title>The Whispering Teapot</title>
		<link rel="alternate" type="text/html" href="https://eliqueth.andrewwelch.net/index.php?title=The_Whispering_Teapot&amp;diff=436"/>
		<updated>2026-06-07T10:31:01Z</updated>

		<summary type="html">&lt;p&gt;Abbey: /* Staff */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Shop|title=The Whispering Teapot|shoptype=Tavern|location=Aerilon, Joriah|owner=Elara Kask|staff01=Thorne|staff02=Jasmine|services01=Food and Drink|services02=Accommodation|services03=Messaging Services|services04=Translation Services}}&lt;br /&gt;
&lt;br /&gt;
=== Location ===&lt;br /&gt;
The Whispering Teapot is located within but towards the edge of the Sprawling Bazaar in [[Aerilon]], [[Joriah]], a quaint tavern that is well known by locals and stands out in a very quiet way, but follow the smell of good food and you&#039;ll probably land here.&lt;br /&gt;
&lt;br /&gt;
=== Atmosphere and Appearance ===&lt;br /&gt;
This substantial, two-story building occupies a corner lot, made from expertly fitted grey stone blocks and dark iron accents that frame the windows and door, and reinforce corners, creating subtle, geometric patterns that catch the eye of those who appreciate a quiet details. Jutting out over the sidewalk from a wrought iron bracket is a teapot made from bent metal, painted in a forest green with bronze highlights, with raised stone flower beds out the front on either side of the door and around the corner with some well-maintained herbs and various seasonal flowers. A wrought iron bench is positioned around the corner for people just in need of a pause or a quick drink.&lt;br /&gt;
&lt;br /&gt;
Inside is designed for comfort, quality without unnecessary bells and whistles. A large hearth dominates one end of the room, crackling away with several well-worn leather armchairs and foot stools positioned to catch the fire&#039;s warmth and allow patrons to stretch out and relax. Simple iron candle holders hang from the ceiling and decorate tables, providing a comforting light for patrons, with brighter lights near the bar and main tables and moodier, darker corners by the booth alcoves. A harp stands in a corner with silver strings being plucked by invisible hands, adjusting to the mood of the bar with ease and accepting requests in the form of softly hummed melodies that it will match and continue to play. The large bar runs along most of one wall, crafted from dark wood with matching high stools standing along the full length and well stocked shelves display the extensive collection of alcohol, teas, special ingredients and glassware.&lt;br /&gt;
&lt;br /&gt;
The second floor contains 8 rooms available, attached to a narrow hallway that runs the length of the building with matching iron candle holders mounted on the walls at regular intervals and small alcoves that hold fresh flowers from the garden beds below. There is a covered balcony that runs along the back of the building, accessible to all guests from the second floor; furnished with simple wooden benches and small tables, it offers a quiet space for morning tea or evening reflection with hanging planters with trailing herbs create natural privacy screens between seating areas. Another door leads to a shared bathing room with a large raised bath kept hot that can fit 6-7 people. Elara&#039;s bedroom is located at the end of the hall, composed of a sitting room that is also utilised as a study with a small fireplace, a carefully organised and shelves lined with many books on herbs, city history and business management. &lt;br /&gt;
&lt;br /&gt;
=== Staff ===&lt;br /&gt;
&#039;&#039;&#039;Elara Kask&#039;&#039;&#039;, the owner, a tall, mature half-elf with long brown hair with a slight curl that she keeps free flowing, and dark, dark green eyes; she has been in the business for years, she&#039;s soft-spoken and strives to keep this place a quiet and safe haven for those who need a moment away from the hustle and bustle of the trading city of the continent. She knows the city and it&#039;s people well, however keeps her knowledge and secrets well guarded.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thorne&#039;&#039;&#039;, a green-skinned male tiefling in his late 20s with even darker green horns that jut out of mid-length coal black hair like bulls horns, he&#039;s soft-spoken in the manner that he doesn&#039;t speak much, but his talent in cocktails is only matched by his ability to listen and aid Elara in keeping up with the city&#039;s comings and goings. Regulars will easily make friends with him as long as you remain on his good side, and sometimes provide information in return.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jasmine&#039;&#039;&#039;, a human female in her early 20s, she has curly auburn hair that she keeps braided back with small ribbons and warm hazel eyes, she exudes genuine friendliness and moves through the tavern with confidence and quiet grace. She grew up outside of the city where she learned to cook and picked up some work here when she moved to Aerilon, but realised hospitality was her calling and decided to stay, handles most of the cooking and preparation.&lt;br /&gt;
&lt;br /&gt;
=== Stock ===&lt;br /&gt;
&lt;br /&gt;
==== Kitchen ====&lt;br /&gt;
&#039;&#039;&#039;Meals are 2-9 copper pieces.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Herb Bread &amp;amp; Butter: Made with garden herbs&lt;br /&gt;
&lt;br /&gt;
Cheese &amp;amp; Crackers: Local cheese selection&lt;br /&gt;
&lt;br /&gt;
Soup of the Day: Always warm, always comforting&lt;br /&gt;
&lt;br /&gt;
Garden Salad: Fresh greens from the garden beds outside&lt;br /&gt;
&lt;br /&gt;
Meat Pie: Hearty, traditional recipe&lt;br /&gt;
&lt;br /&gt;
Roasted Chicken: Simple preparation, perfectly seasoned&lt;br /&gt;
&lt;br /&gt;
Beef Stew: Slow-cooked with root vegetables&lt;br /&gt;
&lt;br /&gt;
Seasonal Fruit Tart: Varies by availability&lt;br /&gt;
&lt;br /&gt;
Tea Biscuits: Perfect with tea&lt;br /&gt;
&lt;br /&gt;
Travel Rations: 2 silver per day&#039;s worth&lt;br /&gt;
&lt;br /&gt;
==== Bar ====&lt;br /&gt;
&#039;&#039;&#039;Teas are 3-8 copper pieces for a pot, warm drinks are 3-5 copper pieces per mug.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chamomile Tea: Calming, aids sleep&lt;br /&gt;
&lt;br /&gt;
Peppermint Tea: Digestive, refreshing&lt;br /&gt;
&lt;br /&gt;
Earl Grey: Bergamot-scented black tea&lt;br /&gt;
&lt;br /&gt;
Green Tea: Energizing, delicate flavour&lt;br /&gt;
&lt;br /&gt;
Herbal Blend: Elara&#039;s seasonal mixture&lt;br /&gt;
&lt;br /&gt;
Exotic Imports: Rare teas from distant lands, 1-2 silver per pot&lt;br /&gt;
&lt;br /&gt;
Coffee: Imported beans&lt;br /&gt;
&lt;br /&gt;
Hot Chocolate: Rich, warming&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ale/Wine 3-6 copper pieces per mug, cocktails are 1 silver.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
House Whisper: Thorne&#039;s signature cocktail, whiskey, elderflower liqueur, herbs, lavender bitters and served with crystallized ginger and edible flowers&lt;br /&gt;
&lt;br /&gt;
Merchant&#039;s Rest: Brandy-based, warming&lt;br /&gt;
&lt;br /&gt;
Evening Calm: Wine-based, lavender-infused&lt;br /&gt;
&lt;br /&gt;
Local Ale: Merchant&#039;s Own, Aerilon Amber and Trader&#039;s Rest&lt;br /&gt;
&lt;br /&gt;
Imported Wine: Large collection but only brings them out for people who ask&lt;br /&gt;
&lt;br /&gt;
Premium Spirits: Strong spirits from across the continent, 1 silver per shot&lt;br /&gt;
&lt;br /&gt;
==== Other ====&lt;br /&gt;
City Maps: 5 copper pieces, hand-drawn and current&lt;br /&gt;
&lt;br /&gt;
Tea Blends (travel): 2 copper per sachet, a sachet can provide 5 serves&lt;br /&gt;
&lt;br /&gt;
=== Services ===&lt;br /&gt;
Accommodation: 5 silver per night&lt;br /&gt;
&lt;br /&gt;
Equipment Maintenance: 2-5 copper pieces, basic gear care&lt;br /&gt;
&lt;br /&gt;
Hot Bath: 1 silver piece, includes a towel&lt;br /&gt;
&lt;br /&gt;
Laundry: 2 copper pieces per item&lt;br /&gt;
&lt;br /&gt;
Messaging Service: 2 copper piece for a verbal message, 5 copper for an urgent message and 6-8 copper for package delivery, based on size and weight and an extra 2 copper for a response from the recipient, delivered by local children who know the town well, local messages only.&lt;br /&gt;
&lt;br /&gt;
Translation Services: 1 silver per page, Elara speaks many languages&lt;br /&gt;
&lt;br /&gt;
=== Additional Entities and Interests ===&lt;/div&gt;</summary>
		<author><name>Abbey</name></author>
	</entry>
	<entry>
		<id>https://eliqueth.andrewwelch.net/index.php?title=The_Gilded_Hand&amp;diff=435</id>
		<title>The Gilded Hand</title>
		<link rel="alternate" type="text/html" href="https://eliqueth.andrewwelch.net/index.php?title=The_Gilded_Hand&amp;diff=435"/>
		<updated>2026-06-07T06:25:34Z</updated>

		<summary type="html">&lt;p&gt;Abbey: /* Structure */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Location ===&lt;br /&gt;
&lt;br /&gt;
=== Sectors ===&lt;br /&gt;
&lt;br /&gt;
=== Leadership ===&lt;br /&gt;
&lt;br /&gt;
==== Structure ====&lt;br /&gt;
The Gilded Palm: Leader&lt;br /&gt;
&lt;br /&gt;
The Fingers: Five core operatives with different specialties &lt;br /&gt;
&lt;br /&gt;
The Knuckles: Junior members or apprentices who assist on jobs or are training up&lt;br /&gt;
&lt;br /&gt;
==== Members ====&lt;br /&gt;
&lt;br /&gt;
===== Leader =====&lt;br /&gt;
&#039;&#039;&#039;The Gilded Palm, Stabby&#039;&#039;&#039;, a kenku of undetermined age, appears a bit young to be the leader of a guild&lt;br /&gt;
&lt;br /&gt;
===== The Fingers =====&lt;br /&gt;
&#039;&#039;&#039;Dorian Vane&#039;&#039;&#039;, &lt;br /&gt;
&lt;br /&gt;
The Face. The social engineer. The Thumb is the Finger who talks their way past locked doors, into exclusive galas, and out of trouble. They are charming, unflappable, and read people the way a scholar reads a book — cover to cover in minutes. The current Thumb goes by Dorian Vane, a rakish half-elf with a wardrobe worth more than most people&#039;s homes and a memory for names, titles, and secrets that borders on obsessive. Dorian never raises a weapon; they raise an eyebrow and let the mark talk themselves into a mistake.&lt;br /&gt;
&lt;br /&gt;
===== The Knuckles =====&lt;br /&gt;
&lt;br /&gt;
=== Allies ===&lt;br /&gt;
[[The Shadow Veil]]&lt;/div&gt;</summary>
		<author><name>Abbey</name></author>
	</entry>
	<entry>
		<id>https://eliqueth.andrewwelch.net/index.php?title=The_Gilded_Hand&amp;diff=434</id>
		<title>The Gilded Hand</title>
		<link rel="alternate" type="text/html" href="https://eliqueth.andrewwelch.net/index.php?title=The_Gilded_Hand&amp;diff=434"/>
		<updated>2026-05-27T08:05:23Z</updated>

		<summary type="html">&lt;p&gt;Abbey: /* Leader */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Location ===&lt;br /&gt;
&lt;br /&gt;
=== Sectors ===&lt;br /&gt;
&lt;br /&gt;
=== Leadership ===&lt;br /&gt;
&lt;br /&gt;
==== Structure ====&lt;br /&gt;
The Gilded Palm: Leader&lt;br /&gt;
&lt;br /&gt;
The Fingers: Five core operatives with different specialties &lt;br /&gt;
&lt;br /&gt;
The Knuckles: Junior members or apprentices who assist on jobs or are training up&lt;br /&gt;
&lt;br /&gt;
==== Members ====&lt;br /&gt;
&lt;br /&gt;
===== Leader =====&lt;br /&gt;
&#039;&#039;&#039;The Gilded Palm, Stabby&#039;&#039;&#039;, a kenku of undetermined age, appears a bit young to be the leader of a guild&lt;br /&gt;
&lt;br /&gt;
===== The Fingers =====&lt;br /&gt;
&lt;br /&gt;
===== The Knuckles =====&lt;br /&gt;
&lt;br /&gt;
=== Allies ===&lt;br /&gt;
[[The Shadow Veil]]&lt;/div&gt;</summary>
		<author><name>Abbey</name></author>
	</entry>
	<entry>
		<id>https://eliqueth.andrewwelch.net/index.php?title=The_Gilded_Hand&amp;diff=433</id>
		<title>The Gilded Hand</title>
		<link rel="alternate" type="text/html" href="https://eliqueth.andrewwelch.net/index.php?title=The_Gilded_Hand&amp;diff=433"/>
		<updated>2026-05-26T12:08:02Z</updated>

		<summary type="html">&lt;p&gt;Abbey: /* Location */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Location ===&lt;br /&gt;
&lt;br /&gt;
=== Sectors ===&lt;br /&gt;
&lt;br /&gt;
=== Leadership ===&lt;br /&gt;
&lt;br /&gt;
==== Structure ====&lt;br /&gt;
The Gilded Palm: Leader&lt;br /&gt;
&lt;br /&gt;
The Fingers: Five core operatives with different specialties &lt;br /&gt;
&lt;br /&gt;
The Knuckles: Junior members or apprentices who assist on jobs or are training up&lt;br /&gt;
&lt;br /&gt;
==== Members ====&lt;br /&gt;
&lt;br /&gt;
===== Leader =====&lt;br /&gt;
&#039;&#039;&#039;Gilded Palm, Stabby&#039;&#039;&#039;, a&lt;br /&gt;
&lt;br /&gt;
===== The Fingers =====&lt;br /&gt;
&lt;br /&gt;
===== The Knuckles =====&lt;br /&gt;
&lt;br /&gt;
=== Allies ===&lt;br /&gt;
[[The Shadow Veil]]&lt;/div&gt;</summary>
		<author><name>Abbey</name></author>
	</entry>
	<entry>
		<id>https://eliqueth.andrewwelch.net/index.php?title=The_Gilded_Hand&amp;diff=432</id>
		<title>The Gilded Hand</title>
		<link rel="alternate" type="text/html" href="https://eliqueth.andrewwelch.net/index.php?title=The_Gilded_Hand&amp;diff=432"/>
		<updated>2026-05-26T11:19:30Z</updated>

		<summary type="html">&lt;p&gt;Abbey: Created page with &amp;quot;=== Location ===  === Sectors ===  === Leadership ===  ==== Structure ====  ==== Members ====  === Allies === The Shadow Veil&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Location ===&lt;br /&gt;
&lt;br /&gt;
=== Sectors ===&lt;br /&gt;
&lt;br /&gt;
=== Leadership ===&lt;br /&gt;
&lt;br /&gt;
==== Structure ====&lt;br /&gt;
&lt;br /&gt;
==== Members ====&lt;br /&gt;
&lt;br /&gt;
=== Allies ===&lt;br /&gt;
[[The Shadow Veil]]&lt;/div&gt;</summary>
		<author><name>Abbey</name></author>
	</entry>
	<entry>
		<id>https://eliqueth.andrewwelch.net/index.php?title=The_Shadow_Veil&amp;diff=431</id>
		<title>The Shadow Veil</title>
		<link rel="alternate" type="text/html" href="https://eliqueth.andrewwelch.net/index.php?title=The_Shadow_Veil&amp;diff=431"/>
		<updated>2026-05-26T11:02:25Z</updated>

		<summary type="html">&lt;p&gt;Abbey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Location ===&lt;br /&gt;
The Shadow Veil exists only in Joriah with very little interest in expanding, they would rather make alliances with other criminal syndicates in other areas when they need things&lt;br /&gt;
&lt;br /&gt;
Their symbol is an eye, half hidden in shadow&lt;br /&gt;
&lt;br /&gt;
Best at smuggling and have many routes under and through the city, and black market trade&lt;br /&gt;
&lt;br /&gt;
=== Sectors ===&lt;br /&gt;
&lt;br /&gt;
==== Black Market and Smuggling ====&lt;br /&gt;
&lt;br /&gt;
=== Leadership ===&lt;br /&gt;
&lt;br /&gt;
==== Structure ====&lt;br /&gt;
&lt;br /&gt;
==== Members ====&lt;br /&gt;
&lt;br /&gt;
===== Leaders =====&lt;br /&gt;
Head boss - &amp;quot;Queen of Shadows&amp;quot; Vesper Blackthorn&lt;br /&gt;
&lt;br /&gt;
Vesper Blackthorn&lt;br /&gt;
* &#039;&#039;&#039;Appearance:&#039;&#039;&#039; Vesper is a tall, imposing figure with an air of calculated elegance. She dresses in impeccably tailored dark suits, often adorned with subtle but expensive accessories. Her piercing eyes are a striking shade of green, and her jet-black hair is styled with precision, reflecting her meticulous nature.&lt;br /&gt;
* &#039;&#039;&#039;Personality:&#039;&#039;&#039; Vesper is known for her icy demeanor and sharp intellect. She is a strategic thinker, always several steps ahead of her adversaries. Her charisma and ability to manipulate others make her a formidable leader who can inspire loyalty or terror as needed.&lt;br /&gt;
* &#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Master of Deception:&#039;&#039;&#039; Vesper excels in creating elaborate schemes and misdirections, using her network of informants and spies to stay one step ahead of law enforcement and rival syndicates.&lt;br /&gt;
** &#039;&#039;&#039;Negotiator:&#039;&#039;&#039; Her silver tongue allows her to broker deals and alliances with ease, often turning foes into reluctant allies.&lt;br /&gt;
** &#039;&#039;&#039;Combat Prowess:&#039;&#039;&#039; Though rarely seen in combat, Vesper is a skilled fighter, proficient in both firearms and hand-to-hand combat, should the need arise.&lt;br /&gt;
* &#039;&#039;&#039;Tactics:&#039;&#039;&#039; Vesper prefers to operate from the shadows, using her influence and resources to control events from behind the scenes. She is not above using blackmail, bribery, or intimidation to achieve her goals.&lt;br /&gt;
* &#039;&#039;&#039;Weakness:&#039;&#039;&#039; Vesper&#039;s greatest vulnerability is her reliance on her network. Disrupting her communication lines or sowing distrust among her lieutenants could destabilize her operations.&lt;br /&gt;
&lt;br /&gt;
Right hand - &amp;quot;The Veil Warden&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Veil Warden, Vesper Blackthorn&#039;s right hand, is an enigmatic figure shrouded in mystery and fear. Known for their unyielding loyalty and unmatched skill in both combat and strategy, the Veil Warden is the silent enforcer of The Shadow Veil&#039;s will. Cloaked in dark attire that blends seamlessly with the night, their presence is often felt rather than seen, and their reputation as a master of disguise and infiltration precedes them, ensuring that the syndicate&#039;s secrets remain hidden and its enemies are swiftly dealt with.&lt;br /&gt;
&lt;br /&gt;
===== Black Market and Smuggling =====&lt;br /&gt;
General&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pip Thistletop &amp;quot;The Broker&amp;quot;&#039;&#039;&#039;, the general for black market trade, she seems weathered and wiry but is quite skilled and agile still, despite her age, a tapestry of faded tattoos cover her skin and gray curls come down just past her ears, does not trust easily but is conscious this can be a flaw&lt;br /&gt;
&lt;br /&gt;
Enforcers  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Garrick&#039;&#039;&#039;, a human male, young and lithe, dark brown hair that’s just long enough to tie back, usually in intentionally plain attire&lt;br /&gt;
&lt;br /&gt;
Foot Soldiers&lt;br /&gt;
&lt;br /&gt;
=== Allies ===&lt;br /&gt;
[[The Gilded Hand]]&lt;/div&gt;</summary>
		<author><name>Abbey</name></author>
	</entry>
	<entry>
		<id>https://eliqueth.andrewwelch.net/index.php?title=The_Shadow_Veil&amp;diff=430</id>
		<title>The Shadow Veil</title>
		<link rel="alternate" type="text/html" href="https://eliqueth.andrewwelch.net/index.php?title=The_Shadow_Veil&amp;diff=430"/>
		<updated>2026-05-26T10:57:39Z</updated>

		<summary type="html">&lt;p&gt;Abbey: /* Vesper Blackthorn */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Shadow Veil exists only in Joriah with very little interest in expanding, they would rather make alliances with other criminal syndicates in other areas when they need things&lt;br /&gt;
&lt;br /&gt;
Their symbol is an eye, half hidden in shadow&lt;br /&gt;
&lt;br /&gt;
Best at smuggling and have many routes under and through the city, and black market trade&lt;br /&gt;
&lt;br /&gt;
Head boss - &amp;quot;Queen of Shadows&amp;quot; Vesper Blackthorn&lt;br /&gt;
&lt;br /&gt;
=== Vesper Blackthorn ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Appearance:&#039;&#039;&#039; Vesper is a tall, imposing figure with an air of calculated elegance. She dresses in impeccably tailored dark suits, often adorned with subtle but expensive accessories. Her piercing eyes are a striking shade of green, and her jet-black hair is styled with precision, reflecting her meticulous nature.&lt;br /&gt;
* &#039;&#039;&#039;Personality:&#039;&#039;&#039; Vesper is known for her icy demeanor and sharp intellect. She is a strategic thinker, always several steps ahead of her adversaries. Her charisma and ability to manipulate others make her a formidable leader who can inspire loyalty or terror as needed.&lt;br /&gt;
* &#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Master of Deception:&#039;&#039;&#039; Vesper excels in creating elaborate schemes and misdirections, using her network of informants and spies to stay one step ahead of law enforcement and rival syndicates.&lt;br /&gt;
** &#039;&#039;&#039;Negotiator:&#039;&#039;&#039; Her silver tongue allows her to broker deals and alliances with ease, often turning foes into reluctant allies.&lt;br /&gt;
** &#039;&#039;&#039;Combat Prowess:&#039;&#039;&#039; Though rarely seen in combat, Vesper is a skilled fighter, proficient in both firearms and hand-to-hand combat, should the need arise.&lt;br /&gt;
* &#039;&#039;&#039;Tactics:&#039;&#039;&#039; Vesper prefers to operate from the shadows, using her influence and resources to control events from behind the scenes. She is not above using blackmail, bribery, or intimidation to achieve her goals.&lt;br /&gt;
* &#039;&#039;&#039;Weakness:&#039;&#039;&#039; Vesper&#039;s greatest vulnerability is her reliance on her network. Disrupting her communication lines or sowing distrust among her lieutenants could destabilize her operations.&lt;br /&gt;
&lt;br /&gt;
Right hand - &amp;quot;The Veil Warden&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Veil Warden, Vesper Blackthorn&#039;s right hand, is an enigmatic figure shrouded in mystery and fear. Known for their unyielding loyalty and unmatched skill in both combat and strategy, the Veil Warden is the silent enforcer of The Shadow Veil&#039;s will. Cloaked in dark attire that blends seamlessly with the night, their presence is often felt rather than seen, and their reputation as a master of disguise and infiltration precedes them, ensuring that the syndicate&#039;s secrets remain hidden and its enemies are swiftly dealt with.&lt;br /&gt;
&lt;br /&gt;
==== Black Market and Smuggling ====&lt;br /&gt;
General&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pip Thistletop &amp;quot;The Broker&amp;quot;&#039;&#039;&#039;, the general for black market trade, she seems weathered and wiry but is quite skilled and agile still, despite her age, a tapestry of faded tattoos cover her skin and gray curls come down just past her ears, does not trust easily but is conscious this can be a flaw&lt;br /&gt;
&lt;br /&gt;
Enforcers  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Garrick&#039;&#039;&#039;, a human male, young and lithe, dark brown hair that’s just long enough to tie back, usually in intentionally plain attire&lt;br /&gt;
&lt;br /&gt;
Foot Soldiers&lt;/div&gt;</summary>
		<author><name>Abbey</name></author>
	</entry>
	<entry>
		<id>https://eliqueth.andrewwelch.net/index.php?title=Fearth&amp;diff=429</id>
		<title>Fearth</title>
		<link rel="alternate" type="text/html" href="https://eliqueth.andrewwelch.net/index.php?title=Fearth&amp;diff=429"/>
		<updated>2026-05-23T23:33:40Z</updated>

		<summary type="html">&lt;p&gt;Abbey: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Fearth is the southern-most town in [[Joriah]] of medium size settled in the base of the Attleholm Peaks, near The Wailing Pass&lt;br /&gt;
&lt;br /&gt;
=== Summary ===&lt;br /&gt;
Fearth is a medium-sized town in the south east of Joriah, at the base of the Attleholm Peaks. It&#039;s often quite busy as most travelers coming in and out of Joriah to the rest of Norlaria have to pass through this town, including via the train line between Fearth and [[Thul Lodar]] in [[Yne]], so Fearth sees plenty of business and trade despite it&#039;s distance from the trading city of [[Aerilon]]. The town is overseen by the elected Mayor and a few council members in order to allow the people to have say in decisions made about their town and there have been minimal complaints since it was implemented across the kingdom, it&#039;s a relatively quiet job for the Tradiers that live in Fearth. Fearth may be much smaller than the capital city but it&#039;s filled with hidden treasures on travelling merchants from around Norlaria, or even around Eliqueth, if you didn&#039;t find what you were looking for in Aerilon, it&#039;s worth a look in Fearth.&lt;br /&gt;
&lt;br /&gt;
=== Taverns ===&lt;br /&gt;
&lt;br /&gt;
==== The Windward Carried ====&lt;br /&gt;
&lt;br /&gt;
=== Shops ===&lt;br /&gt;
&lt;br /&gt;
=== Points of Interest ===&lt;br /&gt;
&lt;br /&gt;
==== Town Hall ====&lt;br /&gt;
- Mayor Tereza&lt;/div&gt;</summary>
		<author><name>Abbey</name></author>
	</entry>
	<entry>
		<id>https://eliqueth.andrewwelch.net/index.php?title=Things_to_create&amp;diff=428</id>
		<title>Things to create</title>
		<link rel="alternate" type="text/html" href="https://eliqueth.andrewwelch.net/index.php?title=Things_to_create&amp;diff=428"/>
		<updated>2026-05-22T23:15:53Z</updated>

		<summary type="html">&lt;p&gt;Abbey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Train system from Joriah to Yne, magic base &lt;br /&gt;
&lt;br /&gt;
Skyports in Joriah and thenatere, zepplins using aetherstone&lt;br /&gt;
&lt;br /&gt;
Blood bank, they can donate blood/HP for gold&lt;br /&gt;
&lt;br /&gt;
Disease area in Riadin, have to roll every morning they&#039;re in that vicinity&lt;br /&gt;
&lt;br /&gt;
Half orc tutor with tattoos that works at the school or library, always has flowers at his desk from his garden at home&lt;br /&gt;
&lt;br /&gt;
Twin NPCs that are both travelling merchants that hate each other&lt;br /&gt;
&lt;br /&gt;
Elf raised by goliaths&lt;br /&gt;
&lt;br /&gt;
Hag Hydra&lt;br /&gt;
&lt;br /&gt;
Bridge of teeth&lt;br /&gt;
&lt;br /&gt;
Jack as a cryptid fairy story/royalty &lt;br /&gt;
&lt;br /&gt;
Volcano on Folitera&lt;br /&gt;
&lt;br /&gt;
Gold and platinun mine in thenatere&lt;br /&gt;
&lt;br /&gt;
Lots of gem mines in joriah&lt;br /&gt;
&lt;br /&gt;
Medicament&lt;br /&gt;
&lt;br /&gt;
Tavern with a built in aquarium (2 minute tabletop)&lt;/div&gt;</summary>
		<author><name>Abbey</name></author>
	</entry>
</feed>