<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en-GB">
	<id>https://wiki.risenholm.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Rhiswick</id>
	<title>Risenholm - User contributions [en-gb]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.risenholm.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Rhiswick"/>
	<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php/Special:Contributions/Rhiswick"/>
	<updated>2026-05-06T13:03:04Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.1</generator>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Chat_Commands_and_Roleplay_Systems&amp;diff=696</id>
		<title>Chat Commands and Roleplay Systems</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Chat_Commands_and_Roleplay_Systems&amp;diff=696"/>
		<updated>2020-12-28T02:41:08Z</updated>

		<summary type="html">&lt;p&gt;Rhiswick: /* System Commands */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Chat Commands ==&lt;br /&gt;
[[File:Chat_examples.png  |thumb|Examples of in-game text.]]&lt;br /&gt;
=== Standard Conversations and Text Emotes ===&lt;br /&gt;
&lt;br /&gt;
The chat system will automatically punctuate sentences and place spoken words into quotations. In these examples, we will assume the character you are playing is named &amp;quot;Yasia&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;/talk i am talking normally&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Outputs: &lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;quot;I am talking normally.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Asterisks (*) between words indicates an action your character is emoting.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;*waves to you*&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Outputs: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span style=&amp;quot;color: green;&amp;quot;&amp;gt;Yasia waves to you.&amp;lt;/span&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Capitalizing the first letter in the emote removes the character&#039;s name from the emote.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;*Waves to you*&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Outputs: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span style=&amp;quot;color: green;&amp;quot;&amp;gt;Waves to you.&amp;lt;/span&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
These can be combined into a single message:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;/talk i am talking normally *waves to you* here I am&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Outputs:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt; &amp;quot;I am talking normally.&amp;quot; &amp;lt;span style=&amp;quot;color: green;&amp;quot;&amp;gt;Yasia waves to you.&amp;lt;/span&amp;gt; &amp;quot;Here I am.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Spoken words your characters can hear from a distance are indicated by grey text - this text becomes lighter depending on how far away the character who spoke it is.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt; &amp;lt;span style=&amp;quot;color: Blue;&amp;quot;&amp;gt;Bohemond Ventris:&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color: silver;&amp;quot;&amp;gt;&amp;quot;I can&#039;t find Yasia anywhere...&amp;quot;&amp;lt;/span&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
The shout channel can be utilized to make your character heard from a greater distance in the same area. Shouts are not registered server wide like default NWN behavior.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;/shout i am now shouting&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Outputs:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt; &amp;lt;span style=&amp;quot;color: yellow;&amp;quot;&amp;gt;[Shout]&amp;lt;/span&amp;gt; &amp;quot;I am now shouting.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== OOC Communication ===&lt;br /&gt;
Out of character information can be communicated by preceding the text with &amp;quot;//&amp;quot; or &amp;quot;/ooc&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Animated Emotes ===&lt;br /&gt;
By inputting a &amp;quot;/&amp;quot; followed by a emote, your character will perform the appropriate animation in the game world. The following emotes are available:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
/bow&lt;br /&gt;
/duck&lt;br /&gt;
/dodge&lt;br /&gt;
/drink&lt;br /&gt;
/wave&lt;br /&gt;
/lookleft&lt;br /&gt;
/lookright&lt;br /&gt;
/bored&lt;br /&gt;
/scratch&lt;br /&gt;
/read&lt;br /&gt;
/salute&lt;br /&gt;
/steal&lt;br /&gt;
/taunt&lt;br /&gt;
/victory1&lt;br /&gt;
/victory2&lt;br /&gt;
/victory3&lt;br /&gt;
/conjure1&lt;br /&gt;
/conjure2&lt;br /&gt;
/proneback&lt;br /&gt;
/pronefront&lt;br /&gt;
/getlow&lt;br /&gt;
/getmid&lt;br /&gt;
/nod&lt;br /&gt;
/lookfar&lt;br /&gt;
/pray&lt;br /&gt;
/stand&lt;br /&gt;
/sit&lt;br /&gt;
/spasm&lt;br /&gt;
/rage&lt;br /&gt;
/laugh&lt;br /&gt;
/talk&lt;br /&gt;
/plead&lt;br /&gt;
/worship&lt;br /&gt;
/headache&lt;br /&gt;
/cross&lt;br /&gt;
/beckon&lt;br /&gt;
/crouch&lt;br /&gt;
/point&lt;br /&gt;
/think&lt;br /&gt;
/sleep&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can chain these animations with regular chat using the systems above. For example, you could input &amp;quot;/wave hello&amp;quot; and Yasia&#039;s model would wave and say &amp;quot;Hello.&amp;quot; in the chat window.&lt;br /&gt;
&lt;br /&gt;
=== System Commands ===&lt;br /&gt;
&lt;br /&gt;
The following commands are available for use at your discretion:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;/hide cloak&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
Will hide your character&#039;s cloak model from being visible&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;/hide helm&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
Will hide your character&#039;s helmet model from being visible&lt;/div&gt;</summary>
		<author><name>Rhiswick</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Notable_NPCs&amp;diff=407</id>
		<title>Notable NPCs</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Notable_NPCs&amp;diff=407"/>
		<updated>2020-12-23T23:05:15Z</updated>

		<summary type="html">&lt;p&gt;Rhiswick: /* The Millers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A general listing of publicly known NPCs are available below. It is assumed that every character who lives in Risenholm would at least know of the following people.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Within Risenholm&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;The Elder&#039;s Home&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Elder Agnes Vollan - The leader of Risenholm. An elderly woman who has steered the community since its inception. Everyone&#039;s grandmother. She has ruled with an even hand but has been frequently accused of nepotism, as many of her friends and relatives operate in positions of power within the community. Is or was the wife of &amp;lt;s&amp;gt;Thommald Vollan&amp;lt;/s&amp;gt;, and mother of the current Reeve captain. Close friends with Isabella Fordren, or at least is the closest thing to a friend the notoriously reclusive Isabella has.&lt;br /&gt;
&lt;br /&gt;
Secretary Doressa Wynreinne - A capable secretary who manages the Elder&#039;s public library. While on the jobs she is courteous and professional, but when off duty is a known troublemaker and gossip.&lt;br /&gt;
&lt;br /&gt;
Mushirah Goldgrip - Manages the storehouse. Often alludes to being magically skilled, but rarely talks about it. The Reeves in the storehouse often seem unusually tense around her.&lt;br /&gt;
&lt;br /&gt;
Yasha Logue - Manages the stores in the Well. Tasked with helping new arrivals. A bubbly, consistently optimistic woman. Often completely forgets she&#039;s technically a clerk and doesn&#039;t wear their uniform. Mostly thinks her regular wages are other people being very generous.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;The Reeves&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Captain Vollan - The son of Agnes and &amp;lt;s&amp;gt;Thommald&amp;lt;/s&amp;gt;. He rejected his own first name after his namesake&#039;s betrayal. Believes he is undeserving of his position, and so leaves much of the running of the Reeves back in Risenholm to Olivia. He instead spends his time in the wilds hunting potential threats to the town.&lt;br /&gt;
&lt;br /&gt;
Quartermaster Olivia Hawke - A handsome woman, tall and muscular. To other halflings, she would cut an impressive figure. She manages the Reeves from behind the scenes, rarely leaving the barracks to take to the field directly. While capable at her job, she nurses a grudge that her loyalty to the town during the previous captain&#039;s betrayal was not rewarded with the captain&#039;s position. She resents having much of the responsibility of leadership without the associated prestige.&lt;br /&gt;
&lt;br /&gt;
Sergeant Boubacar Salif - One of the oldest Reeves still in service. He regrets the actions that he took under the previous captain, and now seeks repentance for both himself and the organization as a whole. While often manning the front desk, he also is an advocate for community outreach and public service.&lt;br /&gt;
&lt;br /&gt;
Olenka Rotheld - A laid-back Reeve who is happy to engage in extended conversation even while on duty. She rarely does her job unless she is acting in direct defense of her brother or his property.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;The Millers&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Architect Isabella Fordren - The founder and current leader of the Millers organization. The elf is well spoken if you&#039;re important enough to have her attention for more than a passing second. Held in respect in the community despite her total lack of people skills due to her role in designing and managing the building of the various structures around Risenholm. Due to her focus on a multitude of projects, inventions, and designs she is rarely seen outside of the lower levels of the Mill. Married to Cilas.&lt;br /&gt;
&lt;br /&gt;
Foreman Cilas Fordren - A large man who serves as Isabella&#039;s second in command as well as her husband. A straightforward person who doesn&#039;t really have time for most of the organization&#039;s intrigue. He informs the handlers what projects need doing and entrusts them to carry them out and impress his wife.&lt;br /&gt;
&lt;br /&gt;
Scar Researcher Fitz Bazalgate - A halfling handler who is the current head of scar research. Has a total inability to stop talking when the topic of his research is brought up, often with totally unasked for speculation. He puts on a neutral and otherwise friendly demeanor to most people outside the organization but is known to be fiercely competitive and ruthless when it comes time to allocate project resources throughout the guild.&lt;br /&gt;
&lt;br /&gt;
Daikawa Haremaru - Fitz&#039;s assistant who handles scar fragments. He&#039;s constantly tired and worn out from both dealing with Fitz, and the amount of work scar fragment collection entails.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;The Dredgers&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Big Fish&amp;quot; Markus Grillsson - A bullheaded asshole who believes that the Vollan family cannot be trusted in the wake of the Well attack. He seeks to elevate the power the Dredgers&#039; hold over Risenholm in order to push for him to become the new town Elder. While he is a callous prick in direct conversation, his intent is always to help the people of Risenholm. He just thinks he&#039;s the best man to help them.&lt;br /&gt;
&lt;br /&gt;
Mireva - A triton who sells various devices and tools. She admires Grillsson, having a rose-colored view of the Dredgers as a whole. Her poor circulation means she keeps warm through a roaring fire and keeping wrapped up.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;The Merchants&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Master Blacksmith Horrick Gundursson - A surly dwarf who prefers working in the forge than dealing with others. Although he is the Advisor who represents the merchants in the Elder&#039;s council, he rarely takes up the duties of the position. Instead, he prefers to send one of his many apprentices to represent his interests.&lt;br /&gt;
&lt;br /&gt;
Blacksmith Apprentice Dan Lockwood - A mild-mannered man who sells Gundursson&#039;s wares.&lt;br /&gt;
&lt;br /&gt;
Tailor, Jacq Marian - The town&#039;s tailor. Keeps mostly to themselves, but employs a cast of strange employees.&lt;br /&gt;
&lt;br /&gt;
Herbalist, Ephedra Athelechor - Runs the town&#039;s alchemy supply store. A bitter, cynical elf who has a long-running feud with Isabella Fordren. She maintains a civil demeanor when dealing with her customers, but is bad at maintaining the act.&lt;br /&gt;
&lt;br /&gt;
Scrivener, Thaddius Boyle - A crabby old man who runs the magical supplies store. He often conceals his affection for his adopted steward.&lt;br /&gt;
&lt;br /&gt;
The Boy - Manages the front of the magical supplies store. An orphan from the second generation. He has had to mature quickly due to unfortunate circumstances but still maintains an infectious optimism that even warms Boyle.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Unaffiliated&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Will Sigerman - A man who has taken his maintenance of the Well to the level of devotion. Has an ongoing grievance with the Fordrens after he was told to stop his work on the Well, and quit the Miller as a result. He has a rough way of speaking but is always willing to act in defence of his home.&lt;br /&gt;
&lt;br /&gt;
Fabella Tarsus - A direct spoken doctor who is tasked with handling new arrivals from the Well.&lt;br /&gt;
&lt;br /&gt;
Bazik Bronzebrow - A retired scar hunter who once pioneered the adventuring lifestyle in Risenholm. Has given up the life after getting a bad hip. Currently advises new scar hunters on how better to survive in the outside world. He doesn&#039;t seem inclined to talk about his former comrades.&lt;br /&gt;
&lt;br /&gt;
Hackett Rotheld - Runs Rotheld&#039;s Refuge, a place for the surplus population of Risenholm to eat and rest. His stern demeanor is at odds with his open, kindly heart. Often plays straight man to his sister&#039;s antics.&lt;br /&gt;
&lt;br /&gt;
Nine Fingered Nick - A simple man who handles scrap collection for the town. While he has close ties with both the Millers and Gundursson, he mostly keeps to himself enough to not really be considered a direct member of any of the town&#039;s factions. He only pays people in an amount of coins he can count, meaning that he can&#039;t pay anyone more than nine coins due to him being unable to count higher than his fingers.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Outside Risenholm&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Exiles&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Thommald Vollan&amp;lt;/s&amp;gt;, former Reeve Captain - Once a hero to the town who was both the first scar hunter and Reeve. Was (or still is) Agnes Vollan&#039;s husband, and the current captain&#039;s father. Now a traitor in exile who damaged the Well before or during going into the building with a band of Reeves loyal only to himself. After a defense was mounted by other Reeves and Millers, he escaped in the ensuing fighting.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Unaffiliated&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Flint Caulderbranch - The self-proclaimed &#039;Last Lumberer of Suthwood&#039; refused to return to town when the logging operations in the wood failed after scar attacks made work too dangerous. Is bitter with Agnes Vollan, and believes she&#039;s a coward who isn&#039;t willing to take any risks. Although he doesn&#039;t make camp far from the town itself, he wanders about the Suthwood as he pleases.&lt;/div&gt;</summary>
		<author><name>Rhiswick</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Main_Page&amp;diff=406</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Main_Page&amp;diff=406"/>
		<updated>2020-12-23T17:00:01Z</updated>

		<summary type="html">&lt;p&gt;Rhiswick: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;blockquote&amp;gt;&amp;lt;q&amp;gt;You who inherit tomorrow: We have sacrificed everything so that you might live on free of the burdens of our folly. Live for the future, for there is naught but sorrow behind you.&amp;lt;/q&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Scars of Risenholm takes place in an original fantasy setting, unrelated and unconnected to The Forgotten Realms or other popular D&amp;amp;D settings. Players take the role of near immortal amnesiacs crawling out of a mystical “well” within the settlement of Risenholm and are encouraged to engage with the local institutions or forge their own trail through the strange realm and circumstances they find themselves in.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Server Features&amp;lt;/u&amp;gt;&lt;br /&gt;
*A unique setting that emphasizes the strange and metaphysical while retaining touchstone fantasy elements.&lt;br /&gt;
*A completely overhauled mechanical experience for level 1-10 characters consisting of a less restrictive class and skill system and combat that prioritizes active abilities and recharging resources.&lt;br /&gt;
*An original soundtrack composed by Edelweiss Records - replacing every track in the vanilla NWN game.&lt;br /&gt;
*Extensive scripting for immersive chat experiences, overhauled stealth system, and in-game long distance/persistent communications.&lt;br /&gt;
*A server run by a diverse and LGBTQ+ friendly community with a zero tolerance policy to harassment, bigotry, and other chud behaviors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Table of Contents ==&lt;br /&gt;
===New Players Start Here===&lt;br /&gt;
* [[Server Rules and Player Expectations]]&lt;br /&gt;
* [[New Player Setting Guide]]&lt;br /&gt;
* [[New Player Mechanics Guide]]&lt;br /&gt;
&lt;br /&gt;
===Setting Details===&lt;br /&gt;
* [[Setting Themes and Overall Ambitions]]&lt;br /&gt;
* [[Risenholm Organisations]]&lt;br /&gt;
* [[Notable NPCs]]&lt;br /&gt;
* [[Timeline]]&lt;br /&gt;
* [[&amp;quot;Power&amp;quot;]]&lt;br /&gt;
* [[Religions]]&lt;br /&gt;
&lt;br /&gt;
===Mechanics===&lt;br /&gt;
* [[General Mechanics Information]]&lt;br /&gt;
* [[Chat Commands and Roleplay Systems]]&lt;br /&gt;
* Classes and Archetypes&lt;br /&gt;
** [[Barbarian]]&lt;br /&gt;
** [[Bard]]&lt;br /&gt;
** [[Cleric]]&lt;br /&gt;
** [[Druid]]&lt;br /&gt;
** [[Fighter]]&lt;br /&gt;
** [[Monk]]&lt;br /&gt;
** [[Paladin]]&lt;br /&gt;
** [[Ranger]]&lt;br /&gt;
** [[Rogue]]&lt;br /&gt;
** [[Sorcerer]]&lt;br /&gt;
** [[Wizard]]&lt;br /&gt;
* [[Skills]]&lt;br /&gt;
* [[Feats]]&lt;br /&gt;
* [[Spells]]&lt;br /&gt;
* [[Equipment and Itemization]]&lt;br /&gt;
* [[Alchemy and Crafting]]&lt;br /&gt;
* [[Known Issues]]&lt;/div&gt;</summary>
		<author><name>Rhiswick</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Setting_Themes_and_Overall_Ambitions&amp;diff=357</id>
		<title>Setting Themes and Overall Ambitions</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Setting_Themes_and_Overall_Ambitions&amp;diff=357"/>
		<updated>2020-12-22T03:01:00Z</updated>

		<summary type="html">&lt;p&gt;Rhiswick: /* Identity */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Themes==&lt;br /&gt;
Scars of Risenholm tells the story of a village of amnesiacs trying to discover who they are and what they have lost. It is the story of a people who, despite having the blessing of nigh-immortality, are kept isolated within a dreary and malevolent wilderness that inevitably seems to slowly break down even the most heroic of those who rise from the Well.&lt;br /&gt;
&lt;br /&gt;
This isn&#039;t to say that joy and wonder doesn&#039;t exist in the village. Most of the newly Risen who rise from the Well for their first time are prone to head out into the world with an almost reckless abandon, heedless of the cynicism that many veteran scar hunters develop over their years. Indeed, the village of Risenholm is more than just a refuge against the physical threats of the wild - it is a beacon against the oppressive loneliness and melancholy Risen experience as they explore the unknown lands around their home. Rotheld&#039;s tavern is bustling almost every night with patrons, the market is often abuzz with trade, and Risen strive to maintain a sense of order and governance in their modern institutions.&lt;br /&gt;
&lt;br /&gt;
There are a few themes that we wish to touch upon in most of our storytelling, and players should be keeping these questions and concepts at the front of their minds as they ponder their characters and the setting.&lt;br /&gt;
&lt;br /&gt;
===Identity===&lt;br /&gt;
Who are you &#039;&#039;now&#039;&#039; and what does one become when given near-immortality?&lt;br /&gt;
&lt;br /&gt;
===Loss and Stagnation===&lt;br /&gt;
Reconciling the loss of a self you can&#039;t remember. Knowing that even with Power the world always seems to have the edge - knowing that the Well with all its wonders cannot mend a broken spirit.&lt;br /&gt;
&lt;br /&gt;
===Mystery and the Metaphysical===&lt;br /&gt;
Countless wonders and mysteries to solve in an untamed world. A reality that seems literally shaped by the emotional scars of the past - and perhaps present.&lt;br /&gt;
&lt;br /&gt;
==Storytelling Ambitions==&lt;br /&gt;
&lt;br /&gt;
=== Fantasy Adventures: The New Old Strange ===&lt;br /&gt;
It was important to us to make a world that had touchstones to D&amp;amp;D and the adventures one can expect on most fantasy persistent worlds, but we also wanted to explore more metaphysical and strange elements in a dreary, dreamlike landscape beyond the village.&lt;br /&gt;
&lt;br /&gt;
One can expect monsters to slay and the rise and fall of heroes and villains alike, but should also be on guard for the subtle cracks in reality and an oppressive, alien world beyond the comforts of Risenholm.&lt;br /&gt;
&lt;br /&gt;
=== Small Scale Politics ===&lt;br /&gt;
Risenholm is a small village within a hostile wilderness, filled with extraordinary individuals who have been able to make incredible progress &amp;quot;catching up&amp;quot; to technologies thought long gone when they initially rose from the Well. There are 3 main institutions running the day to day operations, each with their own conflicting ideals and visions for what the future holds for the Risen.&lt;br /&gt;
&lt;br /&gt;
Our aim is to provide a very hands on approach to governing the village and how it grows, allowing players to find influence within their organization of choice or to somehow forge their own political career among the Risen. Various crises will arise both within and outside the village, and it is usually up to the advisory council as to how the village as a whole will approach solving these issues.&lt;br /&gt;
&lt;br /&gt;
=== Limited PvP Permadeath Storytelling ===&lt;br /&gt;
In this world, the only known way a Risen can truly be killed is by forceful submersion within the Well from which they are reborn from - or &#039;&#039;&#039;Drowning.&#039;&#039;&#039; In most fantasy settings, character conflicts between enemies can be swiftly and permanently resolved through a duel to the death, but in Risenholm the dead always rise again from the Well. It will take a more cerebral, typically political method, for someone to see their enemies removed.&lt;br /&gt;
&lt;br /&gt;
This isn&#039;t to say that we do not encourage character conflicts or mechanical brawls if the story warrants it. It is simply much more difficult to end a character&#039;s story through combat alone.&lt;/div&gt;</summary>
		<author><name>Rhiswick</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Notable_NPCs&amp;diff=334</id>
		<title>Notable NPCs</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Notable_NPCs&amp;diff=334"/>
		<updated>2020-12-21T18:16:44Z</updated>

		<summary type="html">&lt;p&gt;Rhiswick: /* Outside Risenholm */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A general listing of publicly known NPCs are available below. It is assumed that every character who lives in Risenholm would at least know of the following people.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Within Risenholm&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;The Elder&#039;s Home&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Elder Agnes Vollan - The leader of Risenholm. An elderly woman who has steered the community since its inception. Everyone&#039;s grandmother. She has ruled with an even hand but has been frequently accused of nepotism, as many of her friends and relatives operate in positions of power within the community. Is or was the wife of &amp;lt;s&amp;gt;Thommald Vollan&amp;lt;/s&amp;gt;, and mother of the current Reeve captain. Close friends with Isabella Fordren, or at least is the closest thing to a friend the notoriously reclusive Isabella has.&lt;br /&gt;
&lt;br /&gt;
Secretary Doressa Wynreinne - A capable secretary who manages the Elder&#039;s public library. While on the jobs she is courteous and professional, but when off duty is a known troublemaker and gossip.&lt;br /&gt;
&lt;br /&gt;
Mushirah Goldgrip - Manages the storehouse. Often alludes to being magically skilled, but rarely talks about it. The Reeves in the storehouse often seem unusually tense around her.&lt;br /&gt;
&lt;br /&gt;
Yasha Logue - Manages the stores in the Well. Tasked with helping new arrivals. A bubbly, consistently optimistic woman. Often completely forgets she&#039;s technically a clerk and doesn&#039;t wear their uniform. Mostly thinks her regular wages are other people being very generous.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;The Reeves&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Captain Vollan - The son of Agnes and &amp;lt;s&amp;gt;Thommald&amp;lt;/s&amp;gt;. He rejected his own first name after his namesake&#039;s betrayal. Believes he is undeserving of his position, and so leaves much of the running of the Reeves back in Risenholm to Olivia. He instead spends his time in the wilds hunting potential threats to the town.&lt;br /&gt;
&lt;br /&gt;
Quartermaster Olivia Hawke - A handsome woman, tall and muscular. To other halflings, she would cut an impressive figure. She manages the Reeves from behind the scenes, rarely leaving the barracks to take to the field directly. While capable at her job, she nurses a grudge that her loyalty to the town during the previous captain&#039;s betrayal was not rewarded with the captain&#039;s position. She resents having much of the responsibility of leadership without the associated prestige.&lt;br /&gt;
&lt;br /&gt;
Sergeant Boubacar Salif - One of the oldest Reeves still in service. He regrets the actions that he took under the previous captain, and now seeks repentance for both himself and the organization as a whole. While often manning the front desk, he also is an advocate for community outreach and public service.&lt;br /&gt;
&lt;br /&gt;
Olenka Rotheld - A laid-back Reeve who is happy to engage in extended conversation even while on duty. She rarely does her job unless she is acting in direct defense of her brother or his property.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;The Millers&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Architect Isabella Fordren - The founder and current leader of the Millers organization. The elf is well spoken if you&#039;re important enough to have her attention for more than a passing second. Due to her focus on a multitude of projects, inventions, and designs she is rarely seen outside of the lower levels of the Mill. Married to Cilas.&lt;br /&gt;
&lt;br /&gt;
Foreman Cilas Fordren - A large man who serves as Isabella&#039;s second in command as well as her husband. A straightforward person who doesn&#039;t really have time for most of the organization&#039;s intrigue. He informs the handlers what projects need doing and entrusts them to carry them out and impress his wife.&lt;br /&gt;
&lt;br /&gt;
Scar Researcher Fitz Bazalgate - A halfling handler who is the current head of scar research. Has a total inability to stop talking when the topic of his research is brought up, often with totally unasked for speculation. He puts on a neutral and otherwise friendly demeanor to most people outside the organization but is known to be fiercely competitive and ruthless when it comes time to allocate project resources throughout the guild.&lt;br /&gt;
&lt;br /&gt;
Daikawa Haremaru - Fitz&#039;s assistant who handles scar fragments. He&#039;s constantly tired and worn out from both dealing with Fitz, and the amount of work scar fragment collection entails.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;The Dredgers&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Big Fish&amp;quot; Markus Grillsson - A bullheaded asshole who believes that the Vollan family cannot be trusted in the wake of the Well attack. He seeks to elevate the power the Dredgers&#039; hold over Risenholm in order to push for him to become the new town Elder. While he is a callous prick in direct conversation, his intent is always to help the people of Risenholm. He just thinks he&#039;s the best man to help them.&lt;br /&gt;
&lt;br /&gt;
Mireva - A triton who sells various devices and tools. She admires Grillsson, having a rose-colored view of the Dredgers as a whole. Her poor circulation means she keeps warm through a roaring fire and keeping wrapped up.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;The Merchants&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Master Blacksmith Horrick Gundursson - A surly dwarf who prefers working in the forge than dealing with others. Although he is the Advisor who represents the merchants in the Elder&#039;s council, he rarely takes up the duties of the position. Instead, he prefers to send one of his many apprentices to represent his interests.&lt;br /&gt;
&lt;br /&gt;
Blacksmith Apprentice Dan Lockwood - A mild-mannered man who sells Gundursson&#039;s wares.&lt;br /&gt;
&lt;br /&gt;
Tailor, Jacq Marian - The town&#039;s tailor. Keeps mostly to themselves, but employs a cast of strange employees.&lt;br /&gt;
&lt;br /&gt;
Herbalist, Ephedra Athelechor - Runs the town&#039;s alchemy supply store. A bitter, cynical elf who has a long-running feud with Isabella Fordren. She maintains a civil demeanor when dealing with her customers, but is bad at maintaining the act.&lt;br /&gt;
&lt;br /&gt;
Scrivener, Thaddius Boyle - A crabby old man who runs the magical supplies store. He often conceals his affection for his adopted steward.&lt;br /&gt;
&lt;br /&gt;
The Boy - Manages the front of the magical supplies store. An orphan from the second generation. He has had to mature quickly due to unfortunate circumstances but still maintains an infectious optimism that even warms Boyle.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Unaffiliated&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Will Sigerman - A man who has taken his maintenance of the Well to the level of devotion. Has an ongoing grievance with the Fordrens after he was told to stop his work on the Well, and quit the Miller as a result. He has a rough way of speaking but is always willing to act in defence of his home.&lt;br /&gt;
&lt;br /&gt;
Fabella Tarsus - A direct spoken doctor who is tasked with handling new arrivals from the Well.&lt;br /&gt;
&lt;br /&gt;
Bazik Bronzebrow - A retired scar hunter who once pioneered the adventuring lifestyle in Risenholm. Has given up the life after getting a bad hip. Currently advises new scar hunters on how better to survive in the outside world. He doesn&#039;t seem inclined to talk about his former comrades.&lt;br /&gt;
&lt;br /&gt;
Hackett Rotheld - Runs Rotheld&#039;s Refuge, a place for the surplus population of Risenholm to eat and rest. His stern demeanor is at odds with his open, kindly heart. Often plays straight man to his sister&#039;s antics.&lt;br /&gt;
&lt;br /&gt;
Nine Fingered Nick - A simple man who handles scrap collection for the town. While he has close ties with both the Millers and Gundursson, he mostly keeps to himself enough to not really be considered a direct member of any of the town&#039;s factions. He only pays people in an amount of coins he can count, meaning that he can&#039;t pay anyone more than nine coins due to him being unable to count higher than his fingers.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Outside Risenholm&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Exiles&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Thommald Vollan&amp;lt;/s&amp;gt;, former Reeve Captain - Once a hero to the town who was both the first scar hunter and Reeve. Was (or still is) Agnes Vollan&#039;s husband, and the current captain&#039;s father. Now a traitor in exile who damaged the Well before or during going into the building with a band of Reeves loyal only to himself. After a defense was mounted by other Reeves and Millers, he escaped in the ensuing fighting.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Unaffiliated&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Flint Caulderbranch - The self-proclaimed &#039;Last Lumberer of Suthwood&#039; refused to return to town when the logging operations in the wood failed after scar attacks made work too dangerous. Is bitter with Agnes Vollan, and believes she&#039;s a coward who isn&#039;t willing to take any risks. Although he doesn&#039;t make camp far from the town itself, he wanders about the Suthwood as he pleases.&lt;/div&gt;</summary>
		<author><name>Rhiswick</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Notable_NPCs&amp;diff=333</id>
		<title>Notable NPCs</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Notable_NPCs&amp;diff=333"/>
		<updated>2020-12-21T18:16:16Z</updated>

		<summary type="html">&lt;p&gt;Rhiswick: /* Within Risenholm */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A general listing of publicly known NPCs are available below. It is assumed that every character who lives in Risenholm would at least know of the following people.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Within Risenholm&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;The Elder&#039;s Home&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Elder Agnes Vollan - The leader of Risenholm. An elderly woman who has steered the community since its inception. Everyone&#039;s grandmother. She has ruled with an even hand but has been frequently accused of nepotism, as many of her friends and relatives operate in positions of power within the community. Is or was the wife of &amp;lt;s&amp;gt;Thommald Vollan&amp;lt;/s&amp;gt;, and mother of the current Reeve captain. Close friends with Isabella Fordren, or at least is the closest thing to a friend the notoriously reclusive Isabella has.&lt;br /&gt;
&lt;br /&gt;
Secretary Doressa Wynreinne - A capable secretary who manages the Elder&#039;s public library. While on the jobs she is courteous and professional, but when off duty is a known troublemaker and gossip.&lt;br /&gt;
&lt;br /&gt;
Mushirah Goldgrip - Manages the storehouse. Often alludes to being magically skilled, but rarely talks about it. The Reeves in the storehouse often seem unusually tense around her.&lt;br /&gt;
&lt;br /&gt;
Yasha Logue - Manages the stores in the Well. Tasked with helping new arrivals. A bubbly, consistently optimistic woman. Often completely forgets she&#039;s technically a clerk and doesn&#039;t wear their uniform. Mostly thinks her regular wages are other people being very generous.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;The Reeves&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Captain Vollan - The son of Agnes and &amp;lt;s&amp;gt;Thommald&amp;lt;/s&amp;gt;. He rejected his own first name after his namesake&#039;s betrayal. Believes he is undeserving of his position, and so leaves much of the running of the Reeves back in Risenholm to Olivia. He instead spends his time in the wilds hunting potential threats to the town.&lt;br /&gt;
&lt;br /&gt;
Quartermaster Olivia Hawke - A handsome woman, tall and muscular. To other halflings, she would cut an impressive figure. She manages the Reeves from behind the scenes, rarely leaving the barracks to take to the field directly. While capable at her job, she nurses a grudge that her loyalty to the town during the previous captain&#039;s betrayal was not rewarded with the captain&#039;s position. She resents having much of the responsibility of leadership without the associated prestige.&lt;br /&gt;
&lt;br /&gt;
Sergeant Boubacar Salif - One of the oldest Reeves still in service. He regrets the actions that he took under the previous captain, and now seeks repentance for both himself and the organization as a whole. While often manning the front desk, he also is an advocate for community outreach and public service.&lt;br /&gt;
&lt;br /&gt;
Olenka Rotheld - A laid-back Reeve who is happy to engage in extended conversation even while on duty. She rarely does her job unless she is acting in direct defense of her brother or his property.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;The Millers&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Architect Isabella Fordren - The founder and current leader of the Millers organization. The elf is well spoken if you&#039;re important enough to have her attention for more than a passing second. Due to her focus on a multitude of projects, inventions, and designs she is rarely seen outside of the lower levels of the Mill. Married to Cilas.&lt;br /&gt;
&lt;br /&gt;
Foreman Cilas Fordren - A large man who serves as Isabella&#039;s second in command as well as her husband. A straightforward person who doesn&#039;t really have time for most of the organization&#039;s intrigue. He informs the handlers what projects need doing and entrusts them to carry them out and impress his wife.&lt;br /&gt;
&lt;br /&gt;
Scar Researcher Fitz Bazalgate - A halfling handler who is the current head of scar research. Has a total inability to stop talking when the topic of his research is brought up, often with totally unasked for speculation. He puts on a neutral and otherwise friendly demeanor to most people outside the organization but is known to be fiercely competitive and ruthless when it comes time to allocate project resources throughout the guild.&lt;br /&gt;
&lt;br /&gt;
Daikawa Haremaru - Fitz&#039;s assistant who handles scar fragments. He&#039;s constantly tired and worn out from both dealing with Fitz, and the amount of work scar fragment collection entails.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;The Dredgers&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Big Fish&amp;quot; Markus Grillsson - A bullheaded asshole who believes that the Vollan family cannot be trusted in the wake of the Well attack. He seeks to elevate the power the Dredgers&#039; hold over Risenholm in order to push for him to become the new town Elder. While he is a callous prick in direct conversation, his intent is always to help the people of Risenholm. He just thinks he&#039;s the best man to help them.&lt;br /&gt;
&lt;br /&gt;
Mireva - A triton who sells various devices and tools. She admires Grillsson, having a rose-colored view of the Dredgers as a whole. Her poor circulation means she keeps warm through a roaring fire and keeping wrapped up.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;The Merchants&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Master Blacksmith Horrick Gundursson - A surly dwarf who prefers working in the forge than dealing with others. Although he is the Advisor who represents the merchants in the Elder&#039;s council, he rarely takes up the duties of the position. Instead, he prefers to send one of his many apprentices to represent his interests.&lt;br /&gt;
&lt;br /&gt;
Blacksmith Apprentice Dan Lockwood - A mild-mannered man who sells Gundursson&#039;s wares.&lt;br /&gt;
&lt;br /&gt;
Tailor, Jacq Marian - The town&#039;s tailor. Keeps mostly to themselves, but employs a cast of strange employees.&lt;br /&gt;
&lt;br /&gt;
Herbalist, Ephedra Athelechor - Runs the town&#039;s alchemy supply store. A bitter, cynical elf who has a long-running feud with Isabella Fordren. She maintains a civil demeanor when dealing with her customers, but is bad at maintaining the act.&lt;br /&gt;
&lt;br /&gt;
Scrivener, Thaddius Boyle - A crabby old man who runs the magical supplies store. He often conceals his affection for his adopted steward.&lt;br /&gt;
&lt;br /&gt;
The Boy - Manages the front of the magical supplies store. An orphan from the second generation. He has had to mature quickly due to unfortunate circumstances but still maintains an infectious optimism that even warms Boyle.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Unaffiliated&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Will Sigerman - A man who has taken his maintenance of the Well to the level of devotion. Has an ongoing grievance with the Fordrens after he was told to stop his work on the Well, and quit the Miller as a result. He has a rough way of speaking but is always willing to act in defence of his home.&lt;br /&gt;
&lt;br /&gt;
Fabella Tarsus - A direct spoken doctor who is tasked with handling new arrivals from the Well.&lt;br /&gt;
&lt;br /&gt;
Bazik Bronzebrow - A retired scar hunter who once pioneered the adventuring lifestyle in Risenholm. Has given up the life after getting a bad hip. Currently advises new scar hunters on how better to survive in the outside world. He doesn&#039;t seem inclined to talk about his former comrades.&lt;br /&gt;
&lt;br /&gt;
Hackett Rotheld - Runs Rotheld&#039;s Refuge, a place for the surplus population of Risenholm to eat and rest. His stern demeanor is at odds with his open, kindly heart. Often plays straight man to his sister&#039;s antics.&lt;br /&gt;
&lt;br /&gt;
Nine Fingered Nick - A simple man who handles scrap collection for the town. While he has close ties with both the Millers and Gundursson, he mostly keeps to himself enough to not really be considered a direct member of any of the town&#039;s factions. He only pays people in an amount of coins he can count, meaning that he can&#039;t pay anyone more than nine coins due to him being unable to count higher than his fingers.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Outside Risenholm&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Exiles&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Thommald Vollan&amp;lt;/s&amp;gt;, former Reeve Captain - Once a hero to the town who was both the first scar hunter and Reeve. Was (or still is) Agnes Vollan&#039;s husband, and the current captain&#039;s father. Now a traitor in exile who damaged the Well before or during going into the building with a band of Reeves loyal only to himself. After a defence was mounted by other Reeves and Millers, he escaped in the ensuing fighting.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Unaffiliated&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Flint Caulderbranch - The  self proclaimed &#039;Last Lumberer of Suthwood&#039; refused to return to town when the logging operations in the wood failed after scar attacks made work too dangerous. Is bitter with Agnes Vollan, and believes she&#039;s a coward who isn&#039;t willing to take any risks. Although he doesn&#039;t make camp far from the town itself, he wanders about the Suthwood as he pleases.&lt;/div&gt;</summary>
		<author><name>Rhiswick</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Notable_NPCs&amp;diff=331</id>
		<title>Notable NPCs</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Notable_NPCs&amp;diff=331"/>
		<updated>2020-12-21T18:15:06Z</updated>

		<summary type="html">&lt;p&gt;Rhiswick: /* The Merchants */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A general listing of publicly known NPCs are available below. It is assumed that every character who lives in Risenholm would at least know of the following people.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Within Risenholm&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;The Elder&#039;s Home&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Elder Agnes Vollan - The leader of Risenholm. An elderly woman who has steered the community since its inception. Everyone&#039;s grandmother. She has ruled with an even hand but has been frequently accused of nepotism, as many of her friends and relatives operate in positions of power within the community. Is or was the wife of &amp;lt;s&amp;gt;Thommald Vollan&amp;lt;/s&amp;gt;, and mother of the current Reeve captain. Close friends with Isabella Fordren, or at least is the closest thing to a friend the notoriously reclusive Isabella has.&lt;br /&gt;
&lt;br /&gt;
Secretary Doressa Wynreinne - A capable secretary who manages the Elder&#039;s public library. While on the jobs she is courteous and professional, but when off duty is a known troublemaker and gossip.&lt;br /&gt;
&lt;br /&gt;
Mushirah Goldgrip - Manages the storehouse. Often alludes to being magically skilled, but rarely talks about it. The Reeves in the storehouse often seem unusually tense around her.&lt;br /&gt;
&lt;br /&gt;
Yasha Logue - Manages the stores in the Well. Tasked with helping new arrivals. A bubbly, consistently optimistic woman. Often completely forgets she&#039;s technically a clerk and doesn&#039;t wear their uniform. Mostly thinks her regular wages are other people being very generous.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;The Reeves&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Captain Vollan - The son of Agnes and &amp;lt;s&amp;gt;Thommald&amp;lt;/s&amp;gt;. He rejected his own first name after his namesake&#039;s betrayal. Believes he is undeserving of his position, and so leaves much of the running of the Reeves back in Risenholm to Olivia. He instead spends his time in the wilds hunting potential threats to the town.&lt;br /&gt;
&lt;br /&gt;
Quartermaster Olivia Hawke - A handsome woman, tall and muscular. To other halflings, she would cut an impressive figure. She manages the Reeves from behind the scenes, rarely leaving the barracks to take to the field directly. While capable at her job, she nurses a grudge that her loyalty to the town during the previous captain&#039;s betrayal was not rewarded with the captain&#039;s position. She resents having much of the responsibility of leadership without the associated prestige.&lt;br /&gt;
&lt;br /&gt;
Sergeant Boubacar Salif - One of the oldest Reeves still in service. He regrets the actions that he took under the previous captain, and now seeks repentance for both himself and the organization as a whole. While often manning the front desk, he also is an advocate for community outreach and public service.&lt;br /&gt;
&lt;br /&gt;
Olenka Rotheld - A laid-back Reeve who is happy to engage in extended conversation even while on duty. She rarely does her job unless she is acting in direct defense of her brother or his property.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;The Millers&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Architect Isabella Fordren - The founder and current leader of the Millers organization. The elf is well spoken if you&#039;re important enough to have her attention for more than a passing second. Due to her focus on a multitude of projects, inventions, and designs she is rarely seen outside of the lower levels of the Mill. Married to Cilas.&lt;br /&gt;
&lt;br /&gt;
Foreman Cilas Fordren - A large man who serves as Isabella&#039;s second in command as well as her husband. A straightforward person who doesn&#039;t really have time for most of the organization&#039;s intrigue. He informs the handlers what projects need doing and entrusts them to carry them out and impress his wife.&lt;br /&gt;
&lt;br /&gt;
Scar Researcher Fitz Bazalgate - A halfling handler who is the current head of scar research. Has a total inability to stop talking when the topic of his research is brought up, often with totally unasked for speculation. He puts on a neutral and otherwise friendly demeanor to most people outside the organization but is known to be fiercely competitive and ruthless when it comes time to allocate project resources throughout the guild.&lt;br /&gt;
&lt;br /&gt;
Daikawa Haremaru - Fitz&#039;s assistant who handles scar fragments. He&#039;s constantly tired and worn out from both dealing with Fitz, and the amount of work scar fragment collection entails.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;The Dredgers&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Big Fish&amp;quot; Markus Grillsson - A bullheaded asshole who believes that the Vollan family cannot be trusted in the wake of the Well attack. He seeks to elevate the power the Dredgers&#039; hold over Risenholm in order to push for him to become the new town Elder. While he is a callous prick in direct conversation, his intent is always to help the people of Risenholm. He just thinks he&#039;s the best man to help them.&lt;br /&gt;
&lt;br /&gt;
Mireva - A triton who sells various devices and tools. She admires Grillsson, having a rose coloured view of the Dredgers as a whole. Her poor circulation means she keeps warm through a roaring fire and keeping wrapped up.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;The Merchants&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Master Blacksmith Horrick Gundursson - A surly dwarf who prefers working in the forge than dealing with others. Although he is the Advisor who represents the merchants in the Elder&#039;s council, he rarely takes up the duties of the position. Instead, he prefers to send one of his many apprentices to represent his interests.&lt;br /&gt;
&lt;br /&gt;
Blacksmith Apprentice Dan Lockwood - A mild-mannered man who sells Gundursson&#039;s wares.&lt;br /&gt;
&lt;br /&gt;
Tailor, Jacq Marian - The town&#039;s tailor. Keeps mostly to themselves, but employs a cast of strange employees.&lt;br /&gt;
&lt;br /&gt;
Herbalist, Ephedra Athelechor - Runs the town&#039;s alchemy supply store. A bitter, cynical elf who has a long-running feud with Isabella Fordren. She maintains a civil demeanor when dealing with her customers, but is bad at maintaining the act.&lt;br /&gt;
&lt;br /&gt;
Scrivener, Thaddius Boyle - A crabby old man who runs the magical supplies store. He often conceals his affection for his adopted steward.&lt;br /&gt;
&lt;br /&gt;
The Boy - Manages the front of the magical supplies store. An orphan from the second generation. He has had to mature quickly due to unfortunate circumstances but still maintains an infectious optimism that even warms Boyle.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Unaffiliated&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Will Sigerman - A man who has taken his maintenance of the Well to the level of devotion. Has an ongoing grievance with the Fordrens after he was told to stop his work on the Well, and quit the Miller as a result. He has a rough way of speaking, but is always willing to act in defence of his home.&lt;br /&gt;
&lt;br /&gt;
Fabella Tarsus - A direct spoken doctor who is tasked with handling new arrivals from the Well.&lt;br /&gt;
&lt;br /&gt;
Bazik Bronzebrow - A retired scar hunter who once pioneered the adventuring lifestyle in Risenholm. Has given up the life after getting a bad hip. Currently advises new scar hunters on how better to survive in the outside world. He doesn&#039;t seem inclined to talk about his former comrades.&lt;br /&gt;
&lt;br /&gt;
Hackett Rotheld - Runs Rotheld&#039;s Refuge, a place for the surplus population of Risenholm to eat and rest. His stern demeanor is at odds with his open, kindly heart. Often plays straight man to his sister&#039;s antics.&lt;br /&gt;
&lt;br /&gt;
Nine Fingered Nick - A simple man who handles scrap collection for the town. While he has close ties with both the Millers and Gundurson, he mostly keeps to himself enough to not really be considered a direct member fo any of the town&#039;s factions. He only pays people in an amount of coins he can count, meaning that he can&#039;t pay anyone more than nine coins due to him being unable to count higher than his fingers.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Outside Risenholm&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Exiles&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Thommald Vollan&amp;lt;/s&amp;gt;, former Reeve Captain - Once a hero to the town who was both the first scar hunter and Reeve. Was (or still is) Agnes Vollan&#039;s husband, and the current captain&#039;s father. Now a traitor in exile who damaged the Well before or during going into the building with a band of Reeves loyal only to himself. After a defence was mounted by other Reeves and Millers, he escaped in the ensuing fighting.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Unaffiliated&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Flint Caulderbranch - The  self proclaimed &#039;Last Lumberer of Suthwood&#039; refused to return to town when the logging operations in the wood failed after scar attacks made work too dangerous. Is bitter with Agnes Vollan, and believes she&#039;s a coward who isn&#039;t willing to take any risks. Although he doesn&#039;t make camp far from the town itself, he wanders about the Suthwood as he pleases.&lt;/div&gt;</summary>
		<author><name>Rhiswick</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Notable_NPCs&amp;diff=328</id>
		<title>Notable NPCs</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Notable_NPCs&amp;diff=328"/>
		<updated>2020-12-21T18:12:13Z</updated>

		<summary type="html">&lt;p&gt;Rhiswick: /* The Millers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A general listing of publicly known NPCs are available below. It is assumed that every character who lives in Risenholm would at least know of the following people.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Within Risenholm&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;The Elder&#039;s Home&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Elder Agnes Vollan - The leader of Risenholm. An elderly woman who has steered the community since its inception. Everyone&#039;s grandmother. She has ruled with an even hand but has been frequently accused of nepotism, as many of her friends and relatives operate in positions of power within the community. Is or was the wife of &amp;lt;s&amp;gt;Thommald Vollan&amp;lt;/s&amp;gt;, and mother of the current Reeve captain. Close friends with Isabella Fordren, or at least is the closest thing to a friend the notoriously reclusive Isabella has.&lt;br /&gt;
&lt;br /&gt;
Secretary Doressa Wynreinne - A capable secretary who manages the Elder&#039;s public library. While on the jobs she is courteous and professional, but when off duty is a known troublemaker and gossip.&lt;br /&gt;
&lt;br /&gt;
Mushirah Goldgrip - Manages the storehouse. Often alludes to being magically skilled, but rarely talks about it. The Reeves in the storehouse often seem unusually tense around her.&lt;br /&gt;
&lt;br /&gt;
Yasha Logue - Manages the stores in the Well. Tasked with helping new arrivals. A bubbly, consistently optimistic woman. Often completely forgets she&#039;s technically a clerk and doesn&#039;t wear their uniform. Mostly thinks her regular wages are other people being very generous.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;The Reeves&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Captain Vollan - The son of Agnes and &amp;lt;s&amp;gt;Thommald&amp;lt;/s&amp;gt;. He rejected his own first name after his namesake&#039;s betrayal. Believes he is undeserving of his position, and so leaves much of the running of the Reeves back in Risenholm to Olivia. He instead spends his time in the wilds hunting potential threats to the town.&lt;br /&gt;
&lt;br /&gt;
Quartermaster Olivia Hawke - A handsome woman, tall and muscular. To other halflings, she would cut an impressive figure. She manages the Reeves from behind the scenes, rarely leaving the barracks to take to the field directly. While capable at her job, she nurses a grudge that her loyalty to the town during the previous captain&#039;s betrayal was not rewarded with the captain&#039;s position. She resents having much of the responsibility of leadership without the associated prestige.&lt;br /&gt;
&lt;br /&gt;
Sergeant Boubacar Salif - One of the oldest Reeves still in service. He regrets the actions that he took under the previous captain, and now seeks repentance for both himself and the organization as a whole. While often manning the front desk, he also is an advocate for community outreach and public service.&lt;br /&gt;
&lt;br /&gt;
Olenka Rotheld - A laid-back Reeve who is happy to engage in extended conversation even while on duty. She rarely does her job unless she is acting in direct defense of her brother or his property.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;The Millers&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Architect Isabella Fordren - The founder and current leader of the Millers organization. The elf is well spoken if you&#039;re important enough to have her attention for more than a passing second. Due to her focus on a multitude of projects, inventions, and designs she is rarely seen outside of the lower levels of the Mill. Married to Cilas.&lt;br /&gt;
&lt;br /&gt;
Foreman Cilas Fordren - A large man who serves as Isabella&#039;s second in command as well as her husband. A straightforward person who doesn&#039;t really have time for most of the organization&#039;s intrigue. He informs the handlers what projects need doing and entrusts them to carry them out and impress his wife.&lt;br /&gt;
&lt;br /&gt;
Scar Researcher Fitz Bazalgate - A halfling handler who is the current head of scar research. Has a total inability to stop talking when the topic of his research is brought up, often with totally unasked for speculation. He puts on a neutral and otherwise friendly demeanor to most people outside the organization but is known to be fiercely competitive and ruthless when it comes time to allocate project resources throughout the guild.&lt;br /&gt;
&lt;br /&gt;
Daikawa Haremaru - Fitz&#039;s assistant who handles scar fragments. He&#039;s constantly tired and worn out from both dealing with Fitz, and the amount of work scar fragment collection entails.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;The Dredgers&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Big Fish&amp;quot; Markus Grillsson - A bullheaded asshole who believes that the Vollan family cannot be trusted in the wake of the Well attack. He seeks to elevate the power the Dredgers&#039; hold over Risenholm in order to push for him to become the new town Elder. While he is a callous prick in direct conversation, his intent is always to help the people of Risenholm. He just thinks he&#039;s the best man to help them.&lt;br /&gt;
&lt;br /&gt;
Mireva - A triton who sells various devices and tools. She admires Grillsson, having a rose coloured view of the Dredgers as a whole. Her poor circulation means she keeps warm through a roaring fire and keeping wrapped up.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;The Merchants&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Master Blacksmith Horrick Gundursson - A surly dwarf who prefers working in the forge than dealing with others. Although he is the Advisor who represents the merchants in the Elder&#039;s council, he rarely takes up the duties of the position. Instead, he prefers to send one of his many apprentices to represent his interests.&lt;br /&gt;
&lt;br /&gt;
Blacksmith Apprentice Dan Lockwood - A mild-mannered man who sells Gundursson&#039;s wares.&lt;br /&gt;
&lt;br /&gt;
Tailor, Jacq Marian - The town&#039;s tailor. Keeps mostly to themselves, but employs a cast of strange employees.&lt;br /&gt;
&lt;br /&gt;
Ephedra Athelechor - Runs the town&#039;s alchemy supply store. A bitter, cynical elf who has a long-running feud with Isabella Fordren. She maintains a civil demeanor when dealing with her cutomers, but is bad at maintaining the act.&lt;br /&gt;
&lt;br /&gt;
Thaddius Boyle, Scrivener - A crabby old man who runs the magical supplies store. He often conceals his affection for his adopted steward.&lt;br /&gt;
&lt;br /&gt;
The Boy - Manages the front of the magical supplies store. An orphan from the second generation. He has had to mature quickly due to unfortunate circumstances, but still maintains an optimism that things can get better.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Unaffiliated&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Will Sigerman - A man who has taken his maintenance of the Well to the level of devotion. Has an ongoing grievance with the Fordrens after he was told to stop his work on the Well, and quit the Miller as a result. He has a rough way of speaking, but is always willing to act in defence of his home.&lt;br /&gt;
&lt;br /&gt;
Fabella Tarsus - A direct spoken doctor who is tasked with handling new arrivals from the Well.&lt;br /&gt;
&lt;br /&gt;
Bazik Bronzebrow - A retired scar hunter who once pioneered the adventuring lifestyle in Risenholm. Has given up the life after getting a bad hip. Currently advises new scar hunters on how better to survive in the outside world. He doesn&#039;t seem inclined to talk about his former comrades.&lt;br /&gt;
&lt;br /&gt;
Hackett Rotheld - Runs Rotheld&#039;s Refuge, a place for the surplus population of Risenholm to eat and rest. His stern demeanor is at odds with his open, kindly heart. Often plays straight man to his sister&#039;s antics.&lt;br /&gt;
&lt;br /&gt;
Nine Fingered Nick - A simple man who handles scrap collection for the town. While he has close ties with both the Millers and Gundurson, he mostly keeps to himself enough to not really be considered a direct member fo any of the town&#039;s factions. He only pays people in an amount of coins he can count, meaning that he can&#039;t pay anyone more than nine coins due to him being unable to count higher than his fingers.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Outside Risenholm&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Exiles&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Thommald Vollan&amp;lt;/s&amp;gt;, former Reeve Captain - Once a hero to the town who was both the first scar hunter and Reeve. Was (or still is) Agnes Vollan&#039;s husband, and the current captain&#039;s father. Now a traitor in exile who damaged the Well before or during going into the building with a band of Reeves loyal only to himself. After a defence was mounted by other Reeves and Millers, he escaped in the ensuing fighting.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Unaffiliated&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Flint Caulderbranch - The  self proclaimed &#039;Last Lumberer of Suthwood&#039; refused to return to town when the logging operations in the wood failed after scar attacks made work too dangerous. Is bitter with Agnes Vollan, and believes she&#039;s a coward who isn&#039;t willing to take any risks. Although he doesn&#039;t make camp far from the town itself, he wanders about the Suthwood as he pleases.&lt;/div&gt;</summary>
		<author><name>Rhiswick</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Notable_NPCs&amp;diff=327</id>
		<title>Notable NPCs</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Notable_NPCs&amp;diff=327"/>
		<updated>2020-12-21T18:06:46Z</updated>

		<summary type="html">&lt;p&gt;Rhiswick: /* The Elder&amp;#039;s Home */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A general listing of publicly known NPCs are available below. It is assumed that every character who lives in Risenholm would at least know of the following people.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Within Risenholm&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;The Elder&#039;s Home&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Elder Agnes Vollan - The leader of Risenholm. An elderly woman who has steered the community since its inception. Everyone&#039;s grandmother. She has ruled with an even hand but has been frequently accused of nepotism, as many of her friends and relatives operate in positions of power within the community. Is or was the wife of &amp;lt;s&amp;gt;Thommald Vollan&amp;lt;/s&amp;gt;, and mother of the current Reeve captain. Close friends with Isabella Fordren, or at least is the closest thing to a friend the notoriously reclusive Isabella has.&lt;br /&gt;
&lt;br /&gt;
Secretary Doressa Wynreinne - A capable secretary who manages the Elder&#039;s public library. While on the jobs she is courteous and professional, but when off duty is a known troublemaker and gossip.&lt;br /&gt;
&lt;br /&gt;
Mushirah Goldgrip - Manages the storehouse. Often alludes to being magically skilled, but rarely talks about it. The Reeves in the storehouse often seem unusually tense around her.&lt;br /&gt;
&lt;br /&gt;
Yasha Logue - Manages the stores in the Well. Tasked with helping new arrivals. A bubbly, consistently optimistic woman. Often completely forgets she&#039;s technically a clerk and doesn&#039;t wear their uniform. Mostly thinks her regular wages are other people being very generous.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;The Reeves&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Captain Vollan - The son of Agnes and &amp;lt;s&amp;gt;Thommald&amp;lt;/s&amp;gt;. He rejected his own first name after his namesake&#039;s betrayal. Believes he is undeserving of his position, and so leaves much of the running of the Reeves back in Risenholm to Olivia. He instead spends his time in the wilds hunting potential threats to the town.&lt;br /&gt;
&lt;br /&gt;
Quartermaster Olivia Hawke - A handsome woman, tall and muscular. To other halflings, she would cut an impressive figure. She manages the Reeves from behind the scenes, rarely leaving the barracks to take to the field directly. While capable at her job, she nurses a grudge that her loyalty to the town during the previous captain&#039;s betrayal was not rewarded with the captain&#039;s position. She resents having much of the responsibility of leadership without the associated prestige.&lt;br /&gt;
&lt;br /&gt;
Sergeant Boubacar Salif - One of the oldest Reeves still in service. He regrets the actions that he took under the previous captain, and now seeks repentance for both himself and the organization as a whole. While often manning the front desk, he also is an advocate for community outreach and public service.&lt;br /&gt;
&lt;br /&gt;
Olenka Rotheld - A laid-back Reeve who is happy to engage in extended conversation even while on duty. She rarely does her job unless she is acting in direct defense of her brother or his property.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;The Millers&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Architect Isabella Fordren - The founder and current leader of the Millers organization. The elf is well spoken if you&#039;re important enough to have her attention for more than a passing second. Due to her focus on a multitude of projects, inventions, and designs she is rarely seen outside of the lower levels of the Mill.&lt;br /&gt;
&lt;br /&gt;
Foreman Cilas Fordren - A large man who serves as Isabella&#039;s second in command as well as her husband. A straightforward person who doesn&#039;t really have time for most of the organization&#039;s intrigue. He informs the handlers what projects need doing and entrusts them to carry them out and impress his wife.&lt;br /&gt;
&lt;br /&gt;
Scar Researcher Fitz Bazalgate - A halfling handler who is the current head of scar research. Has a total inability to stop talking when the topic of his research is brought up, often with totally unasked for speculation. He puts on a neutral and otherwise friendly demeanor to most people outside the organization but is known to be fiercely competitive and ruthless when it comes time to allocate project resources throughout the guild.&lt;br /&gt;
&lt;br /&gt;
Daikawa Haremaru - Fitz&#039;s assistant who handles scar fragments. He&#039;s constantly tired and worn out from both dealing with Fitz, and the amount of work scar fragment collection entails.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;The Dredgers&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Big Fish&amp;quot; Markus Grillsson - A bullheaded asshole who believes that the Vollan family cannot be trusted in the wake of the Well attack. He seeks to elevate the power the Dredgers&#039; hold over Risenholm in order to push for him to become the new town Elder. While he is a callous prick in direct conversation, his intent is always to help the people of Risenholm. He just thinks he&#039;s the best man to help them.&lt;br /&gt;
&lt;br /&gt;
Mireva - A triton who sells various devices and tools. She admires Grillsson, having a rose coloured view of the Dredgers as a whole. Her poor circulation means she keeps warm through a roaring fire and keeping wrapped up.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;The Merchants&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Master Blacksmith Horrick Gundursson - A surly dwarf who prefers working in the forge than dealing with others. Although he is the Advisor who represents the merchants in the Elder&#039;s council, he rarely takes up the duties of the position. Instead, he prefers to send one of his many apprentices to represent his interests.&lt;br /&gt;
&lt;br /&gt;
Blacksmith Apprentice Dan Lockwood - A mild-mannered man who sells Gundursson&#039;s wares.&lt;br /&gt;
&lt;br /&gt;
Tailor, Jacq Marian - The town&#039;s tailor. Keeps mostly to themselves, but employs a cast of strange employees.&lt;br /&gt;
&lt;br /&gt;
Ephedra Athelechor - Runs the town&#039;s alchemy supply store. A bitter, cynical elf who has a long-running feud with Isabella Fordren. She maintains a civil demeanor when dealing with her cutomers, but is bad at maintaining the act.&lt;br /&gt;
&lt;br /&gt;
Thaddius Boyle, Scrivener - A crabby old man who runs the magical supplies store. He often conceals his affection for his adopted steward.&lt;br /&gt;
&lt;br /&gt;
The Boy - Manages the front of the magical supplies store. An orphan from the second generation. He has had to mature quickly due to unfortunate circumstances, but still maintains an optimism that things can get better.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Unaffiliated&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Will Sigerman - A man who has taken his maintenance of the Well to the level of devotion. Has an ongoing grievance with the Fordrens after he was told to stop his work on the Well, and quit the Miller as a result. He has a rough way of speaking, but is always willing to act in defence of his home.&lt;br /&gt;
&lt;br /&gt;
Fabella Tarsus - A direct spoken doctor who is tasked with handling new arrivals from the Well.&lt;br /&gt;
&lt;br /&gt;
Bazik Bronzebrow - A retired scar hunter who once pioneered the adventuring lifestyle in Risenholm. Has given up the life after getting a bad hip. Currently advises new scar hunters on how better to survive in the outside world. He doesn&#039;t seem inclined to talk about his former comrades.&lt;br /&gt;
&lt;br /&gt;
Hackett Rotheld - Runs Rotheld&#039;s Refuge, a place for the surplus population of Risenholm to eat and rest. His stern demeanor is at odds with his open, kindly heart. Often plays straight man to his sister&#039;s antics.&lt;br /&gt;
&lt;br /&gt;
Nine Fingered Nick - A simple man who handles scrap collection for the town. While he has close ties with both the Millers and Gundurson, he mostly keeps to himself enough to not really be considered a direct member fo any of the town&#039;s factions. He only pays people in an amount of coins he can count, meaning that he can&#039;t pay anyone more than nine coins due to him being unable to count higher than his fingers.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Outside Risenholm&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Exiles&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Thommald Vollan&amp;lt;/s&amp;gt;, former Reeve Captain - Once a hero to the town who was both the first scar hunter and Reeve. Was (or still is) Agnes Vollan&#039;s husband, and the current captain&#039;s father. Now a traitor in exile who damaged the Well before or during going into the building with a band of Reeves loyal only to himself. After a defence was mounted by other Reeves and Millers, he escaped in the ensuing fighting.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Unaffiliated&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Flint Caulderbranch - The  self proclaimed &#039;Last Lumberer of Suthwood&#039; refused to return to town when the logging operations in the wood failed after scar attacks made work too dangerous. Is bitter with Agnes Vollan, and believes she&#039;s a coward who isn&#039;t willing to take any risks. Although he doesn&#039;t make camp far from the town itself, he wanders about the Suthwood as he pleases.&lt;/div&gt;</summary>
		<author><name>Rhiswick</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Notable_NPCs&amp;diff=326</id>
		<title>Notable NPCs</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Notable_NPCs&amp;diff=326"/>
		<updated>2020-12-21T18:05:57Z</updated>

		<summary type="html">&lt;p&gt;Rhiswick: /* Within Risenholm */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A general listing of publicly known NPCs are available below. It is assumed that every character who lives in Risenholm would at least know of the following people.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Within Risenholm&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;The Elder&#039;s Home&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Elder Agnes Vollan - The leader of Risenholm. An elderly woman who has steered the community since its inception. She has ruled with an even hand but has been frequently accused of nepotism, as many of her friends and relatives operate in positions of power within the community. Is or was the wife of &amp;lt;s&amp;gt;Thommald Vollan&amp;lt;/s&amp;gt;, and mother of the current Reeve captain. Close friends with Isabella Fordren, or at least is the closest thing to a friend the notoriously reclusive Isabella has.&lt;br /&gt;
&lt;br /&gt;
Secretary Doressa Wynreinne - A capable secretary who manages the Elder&#039;s public library. While on the jobs she is courteous and professional, but when off duty is a known troublemaker and gossip.&lt;br /&gt;
&lt;br /&gt;
Mushirah Goldgrip - Manages the storehouse. Often alludes to being magically skilled, but rarely talks about it. The Reeves in the storehouse often seem unusually tense around her.&lt;br /&gt;
&lt;br /&gt;
Yasha Logue - Manages the stores in the Well. Tasked with helping new arrivals. A bubbly, consistently optimistic woman. Often completely forgets she&#039;s technically a clerk and doesn&#039;t wear their uniform. Mostly thinks her regular wages are other people being very generous. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;The Reeves&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Captain Vollan - The son of Agnes and &amp;lt;s&amp;gt;Thommald&amp;lt;/s&amp;gt;. He rejected his own first name after his namesake&#039;s betrayal. Believes he is undeserving of his position, and so leaves much of the running of the Reeves back in Risenholm to Olivia. He instead spends his time in the wilds hunting potential threats to the town.&lt;br /&gt;
&lt;br /&gt;
Quartermaster Olivia Hawke - A handsome woman, tall and muscular. To other halflings, she would cut an impressive figure. She manages the Reeves from behind the scenes, rarely leaving the barracks to take to the field directly. While capable at her job, she nurses a grudge that her loyalty to the town during the previous captain&#039;s betrayal was not rewarded with the captain&#039;s position. She resents having much of the responsibility of leadership without the associated prestige.&lt;br /&gt;
&lt;br /&gt;
Sergeant Boubacar Salif - One of the oldest Reeves still in service. He regrets the actions that he took under the previous captain, and now seeks repentance for both himself and the organization as a whole. While often manning the front desk, he also is an advocate for community outreach and public service.&lt;br /&gt;
&lt;br /&gt;
Olenka Rotheld - A laid-back Reeve who is happy to engage in extended conversation even while on duty. She rarely does her job unless she is acting in direct defense of her brother or his property.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;The Millers&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Architect Isabella Fordren - The founder and current leader of the Millers organization. The elf is well spoken if you&#039;re important enough to have her attention for more than a passing second. Due to her focus on a multitude of projects, inventions, and designs she is rarely seen outside of the lower levels of the Mill.&lt;br /&gt;
&lt;br /&gt;
Foreman Cilas Fordren - A large man who serves as Isabella&#039;s second in command as well as her husband. A straightforward person who doesn&#039;t really have time for most of the organization&#039;s intrigue. He informs the handlers what projects need doing and entrusts them to carry them out and impress his wife.&lt;br /&gt;
&lt;br /&gt;
Scar Researcher Fitz Bazalgate - A halfling handler who is the current head of scar research. Has a total inability to stop talking when the topic of his research is brought up, often with totally unasked for speculation. He puts on a neutral and otherwise friendly demeanor to most people outside the organization but is known to be fiercely competitive and ruthless when it comes time to allocate project resources throughout the guild.&lt;br /&gt;
&lt;br /&gt;
Daikawa Haremaru - Fitz&#039;s assistant who handles scar fragments. He&#039;s constantly tired and worn out from both dealing with Fitz, and the amount of work scar fragment collection entails.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;The Dredgers&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Big Fish&amp;quot; Markus Grillsson - A bullheaded asshole who believes that the Vollan family cannot be trusted in the wake of the Well attack. He seeks to elevate the power the Dredgers&#039; hold over Risenholm in order to push for him to become the new town Elder. While he is a callous prick in direct conversation, his intent is always to help the people of Risenholm. He just thinks he&#039;s the best man to help them.&lt;br /&gt;
&lt;br /&gt;
Mireva - A triton who sells various devices and tools. She admires Grillsson, having a rose coloured view of the Dredgers as a whole. Her poor circulation means she keeps warm through a roaring fire and keeping wrapped up.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;The Merchants&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Master Blacksmith Horrick Gundursson - A surly dwarf who prefers working in the forge than dealing with others. Although he is the Advisor who represents the merchants in the Elder&#039;s council, he rarely takes up the duties of the position. Instead, he prefers to send one of his many apprentices to represent his interests.&lt;br /&gt;
&lt;br /&gt;
Blacksmith Apprentice Dan Lockwood - A mild-mannered man who sells Gundursson&#039;s wares.&lt;br /&gt;
&lt;br /&gt;
Tailor, Jacq Marian - The town&#039;s tailor. Keeps mostly to themselves, but employs a cast of strange employees.&lt;br /&gt;
&lt;br /&gt;
Ephedra Athelechor - Runs the town&#039;s alchemy supply store. A bitter, cynical elf who has a long-running feud with Isabella Fordren. She maintains a civil demeanor when dealing with her cutomers, but is bad at maintaining the act.&lt;br /&gt;
&lt;br /&gt;
Thaddius Boyle, Scrivener - A crabby old man who runs the magical supplies store. He often conceals his affection for his adopted steward.&lt;br /&gt;
&lt;br /&gt;
The Boy - Manages the front of the magical supplies store. An orphan from the second generation. He has had to mature quickly due to unfortunate circumstances, but still maintains an optimism that things can get better.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Unaffiliated&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Will Sigerman - A man who has taken his maintenance of the Well to the level of devotion. Has an ongoing grievance with the Fordrens after he was told to stop his work on the Well, and quit the Miller as a result. He has a rough way of speaking, but is always willing to act in defence of his home.&lt;br /&gt;
&lt;br /&gt;
Fabella Tarsus - A direct spoken doctor who is tasked with handling new arrivals from the Well.&lt;br /&gt;
&lt;br /&gt;
Bazik Bronzebrow - A retired scar hunter who once pioneered the adventuring lifestyle in Risenholm. Has given up the life after getting a bad hip. Currently advises new scar hunters on how better to survive in the outside world. He doesn&#039;t seem inclined to talk about his former comrades.&lt;br /&gt;
&lt;br /&gt;
Hackett Rotheld - Runs Rotheld&#039;s Refuge, a place for the surplus population of Risenholm to eat and rest. His stern demeanor is at odds with his open, kindly heart. Often plays straight man to his sister&#039;s antics.&lt;br /&gt;
&lt;br /&gt;
Nine Fingered Nick - A simple man who handles scrap collection for the town. While he has close ties with both the Millers and Gundurson, he mostly keeps to himself enough to not really be considered a direct member fo any of the town&#039;s factions. He only pays people in an amount of coins he can count, meaning that he can&#039;t pay anyone more than nine coins due to him being unable to count higher than his fingers.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Outside Risenholm&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Exiles&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Thommald Vollan&amp;lt;/s&amp;gt;, former Reeve Captain - Once a hero to the town who was both the first scar hunter and Reeve. Was (or still is) Agnes Vollan&#039;s husband, and the current captain&#039;s father. Now a traitor in exile who damaged the Well before or during going into the building with a band of Reeves loyal only to himself. After a defence was mounted by other Reeves and Millers, he escaped in the ensuing fighting.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Unaffiliated&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Flint Caulderbranch - The  self proclaimed &#039;Last Lumberer of Suthwood&#039; refused to return to town when the logging operations in the wood failed after scar attacks made work too dangerous. Is bitter with Agnes Vollan, and believes she&#039;s a coward who isn&#039;t willing to take any risks. Although he doesn&#039;t make camp far from the town itself, he wanders about the Suthwood as he pleases.&lt;/div&gt;</summary>
		<author><name>Rhiswick</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Ranger&amp;diff=252</id>
		<title>Ranger</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Ranger&amp;diff=252"/>
		<updated>2020-12-20T22:27:09Z</updated>

		<summary type="html">&lt;p&gt;Rhiswick: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rangers draw Power from primal energies around them, drawing supernatural intuition regarding their surroundings and the creatures that inhabit it. They possess high HP and proficiencies to make them effective martial combatants, and are supplemented by a small selection of Primal spells and features to make them specialized in area control. Their archetypes empowers their area superiority, their effectiveness as a tank, or grants them a potent animal companion.&lt;br /&gt;
:&lt;br /&gt;
:Maximizing &#039;&#039;&#039;Strength&#039;&#039;&#039; or &#039;&#039;&#039;Dexterity&#039;&#039;&#039; is recommended for attacking with weapons and using maneuvers like Knockdown. It also provides bonuses to your Fortitude or Reflex save.&lt;br /&gt;
:A high &#039;&#039;&#039;Constitution&#039;&#039;&#039; is recommended for increasing your survivability in raw hit points and contributing to your Fortitude save.&lt;br /&gt;
:&#039;&#039;&#039;Dexterity&#039;&#039;&#039; contributes to Armor Class depending on armor type and your Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Intelligence&#039;&#039;&#039; contributes to your maximum maneuver pool and Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Wisdom&#039;&#039;&#039; contributes to your spellcasting, Will save and the duration of Maneuver: Called Shot.&lt;br /&gt;
:&#039;&#039;&#039;Charisma&#039;&#039;&#039; contributes to certain archetype features, support maneuvers such as &amp;quot;Commander Strike&amp;quot;, and your Will save.&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
== Vitals ==&lt;br /&gt;
:&#039;&#039;&#039;Hit Points per level&#039;&#039;&#039;: 10&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Armor (Light,Medium,Heavy), Shields, Weapons (Simple, Martial)&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per level&#039;&#039;&#039;: 6&lt;br /&gt;
:&#039;&#039;&#039;Skills&#039;&#039;&#039;: All&lt;br /&gt;
:&#039;&#039;&#039;Primary Saving Throw(s)&#039;&#039;&#039;: Fortitude&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Level&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Feature&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Maneuver: Called Shot, Spellcasting Level 1&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Awareness, Favoured Terrain&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Archetype Feature I&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Spellcasting Level 2&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Archetype Feature II&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Spellcasting Level 3&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Archetype Feature III&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ranger Core Mechanics ==&lt;br /&gt;
=== &#039;&#039;&#039;Awareness&#039;&#039;&#039; ===&lt;br /&gt;
A Ranger has an &#039;&#039;Awareness&#039;&#039; pool with a maximum capacity equal to their class level. This is used by class features such as &#039;&#039;Favoured Terrain&#039;&#039;. The Ranger recovers 3 Awareness upon slaying an Elite rated enemy or higher.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Favoured Terrain&#039;&#039;&#039; ===&lt;br /&gt;
The Ranger is able to identify positions where the environment puts them at an advantage over their enemies. These appear to the Ranger as 4m radius zones of &#039;&#039;Favoured Terrain&#039;&#039; within which they gain a +1 attack bonus, +2 physical damage to their attacks, and enemies suffer a -1 attack bonus penalty. The Ranger may use this feat to consume a use of Awareness and designate a location as &#039;&#039;Favoured Terrain&#039;&#039; at a place of their choosing within 40m. Each instance of &#039;&#039;Favoured Terrain&#039;&#039; lasts one minute.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Archetypes ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Wayfinder&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;I know the way.&amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Class Level&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Feature&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Details&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Guide&#039;&#039;&#039;&lt;br /&gt;
| Allies can now benefit from the base bonuses of your &#039;&#039;Favoured Terrain&#039;&#039; while being within it. You receive double the benefits for being within &#039;&#039;Favoured Terrain&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Wayfinding&#039;&#039;&#039;&lt;br /&gt;
| Enemies inside your &#039;&#039;Favoured Terrain&#039;&#039; receive a 25% vulnerability to all damage.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;The Road Less Travelled&#039;&#039;&#039;&lt;br /&gt;
|If an ally strikes an enemy suffering from the vulnerability effect of &#039;&#039;Wayfinding&#039;&#039;, and they do not already have the Haste effect, they receive the Haste effect for one minute.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Warden&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;This land is my land.&amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Class Level&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Feature&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Details&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Borders&#039;&#039;&#039;&lt;br /&gt;
| Enemies inside your &#039;&#039;Favoured Terrain&#039;&#039; suffer double the penalties for being within its area. In addition, you now receive 10% Damage Immunity while within its borders. This damage immunity increases by another 10% for each Warden archetype feature.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Warding&#039;&#039;&#039;&lt;br /&gt;
| When an enemy is within your &#039;&#039;Favoured Terrain&#039;&#039;, they suffer from the &#039;&#039;Slow&#039;&#039; effect.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Homeland&#039;&#039;&#039;&lt;br /&gt;
| While within &#039;&#039;Favoured Terrain&#039;&#039;, the Freedom of Movement effect is applied to you each round, removing any relevant effects and restoring the duration. If no existing Freedom of Movement exists with a duration longer than one minute, the duration of this effect is one minute.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Beastmaster&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;Man and beast; one and the same.&amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Class Level&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Feature&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Details&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Animal Companion&#039;&#039;&#039;&lt;br /&gt;
| Your attunement with the wilds has attracted the friendship of various beasts of nature. You may have an &#039;&#039;Animal Companion&#039;&#039; of the types listed below, which you may change to another type by targeting yourself with this feat while able to rest. You may use this ability for free once per rest, with subsequent uses costing one &#039;&#039;Awareness&#039;&#039;. This ally has a CR equal to your Ranger level. If you also possess the &#039;&#039;Animal Companion&#039;&#039; feature from the Druid &#039;&#039;Wildspeaker&#039;&#039;, your Druid and Ranger levels stack when determining the creature&#039;s CR.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Pack Tactics&#039;&#039;&#039;&lt;br /&gt;
| When you use a &#039;&#039;Maneuver&#039;&#039; on a creature, your &#039;&#039;Animal Companion&#039;&#039; performs a &#039;&#039;Maneuver&#039;&#039; on its current target, as defined by its type below. Your &#039;&#039;Animal Companion&#039;&#039; also becomes &#039;&#039;Elite&#039;&#039; rated.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Natural Synergy&#039;&#039;&#039;&lt;br /&gt;
| For the cost of one &#039;&#039;Awareness&#039;&#039;, you may cast Awaken by targeting your Animal Companion with its summoning feat.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Animal&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Role&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Maneuver&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Bear&lt;br /&gt;
|Brute&lt;br /&gt;
|Provoke&lt;br /&gt;
|-&lt;br /&gt;
|Boar&lt;br /&gt;
|Soldier&lt;br /&gt;
|Provoke&lt;br /&gt;
|-&lt;br /&gt;
|Wolf&lt;br /&gt;
|Skirmisher&lt;br /&gt;
|Knockdown&lt;br /&gt;
|-&lt;br /&gt;
|Hawk&lt;br /&gt;
|Lurker&lt;br /&gt;
|Blind&lt;br /&gt;
|-&lt;br /&gt;
|Lynx&lt;br /&gt;
|Lurker&lt;br /&gt;
|Blind&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Rhiswick</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Ranger&amp;diff=251</id>
		<title>Ranger</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Ranger&amp;diff=251"/>
		<updated>2020-12-20T22:26:25Z</updated>

		<summary type="html">&lt;p&gt;Rhiswick: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rangers draw Power from primal energies around them, drawing supernatural intuition regarding their surroundings and the creatures that inhabit it. They possess high HP and proficiencies to make them effective martial combatants, and are supplemented by a small selection of Primal spells and features to make them specialized in area control. Their archetypes empowers their area superiority, their effectiveness as a tank, or grants them a potent animal companion.&lt;br /&gt;
:&lt;br /&gt;
:Maximizing &#039;&#039;&#039;Strength&#039;&#039;&#039; or &#039;&#039;&#039;Dexterity&#039;&#039;&#039; is recommended for attacking with weapons and using maneuvers like Knockdown. It also provides bonuses to your Fortitude or Reflex save.&lt;br /&gt;
:A high &#039;&#039;&#039;Constitution&#039;&#039;&#039; is recommended for increasing your survivability in raw hit points and contributing to your Fortitude save.&lt;br /&gt;
:&#039;&#039;&#039;Dexterity&#039;&#039;&#039; contributes to Armor Class depending on armor type and your Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Intelligence&#039;&#039;&#039; contributes to your maximum maneuver pool and Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Wisdom&#039;&#039;&#039; contributes to your spellcasting, Will save and the duration of Called Shot.&lt;br /&gt;
:&#039;&#039;&#039;Charisma&#039;&#039;&#039; contributes to certain archetype features, support maneuvers such as &amp;quot;Commander Strike&amp;quot;, and your Will save.&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
== Vitals ==&lt;br /&gt;
:&#039;&#039;&#039;Hit Points per level&#039;&#039;&#039;: 10&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Armor (Light,Medium,Heavy), Shields, Weapons (Simple, Martial)&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per level&#039;&#039;&#039;: 6&lt;br /&gt;
:&#039;&#039;&#039;Skills&#039;&#039;&#039;: All&lt;br /&gt;
:&#039;&#039;&#039;Primary Saving Throw(s)&#039;&#039;&#039;: Fortitude&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Level&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Feature&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Maneuver: Called Shot, Spellcasting Level 1&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Awareness, Favoured Terrain&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Archetype Feature I&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Spellcasting Level 2&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Archetype Feature II&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Spellcasting Level 3&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Archetype Feature III&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ranger Core Mechanics ==&lt;br /&gt;
=== &#039;&#039;&#039;Awareness&#039;&#039;&#039; ===&lt;br /&gt;
A Ranger has an &#039;&#039;Awareness&#039;&#039; pool with a maximum capacity equal to their class level. This is used by class features such as &#039;&#039;Favoured Terrain&#039;&#039;. The Ranger recovers 3 Awareness upon slaying an Elite rated enemy or higher.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Favoured Terrain&#039;&#039;&#039; ===&lt;br /&gt;
The Ranger is able to identify positions where the environment puts them at an advantage over their enemies. These appear to the Ranger as 4m radius zones of &#039;&#039;Favoured Terrain&#039;&#039; within which they gain a +1 attack bonus, +2 physical damage to their attacks, and enemies suffer a -1 attack bonus penalty. The Ranger may use this feat to consume a use of Awareness and designate a location as &#039;&#039;Favoured Terrain&#039;&#039; at a place of their choosing within 40m. Each instance of &#039;&#039;Favoured Terrain&#039;&#039; lasts one minute.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Archetypes ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Wayfinder&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;I know the way.&amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Class Level&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Feature&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Details&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Guide&#039;&#039;&#039;&lt;br /&gt;
| Allies can now benefit from the base bonuses of your &#039;&#039;Favoured Terrain&#039;&#039; while being within it. You receive double the benefits for being within &#039;&#039;Favoured Terrain&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Wayfinding&#039;&#039;&#039;&lt;br /&gt;
| Enemies inside your &#039;&#039;Favoured Terrain&#039;&#039; receive a 25% vulnerability to all damage.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;The Road Less Travelled&#039;&#039;&#039;&lt;br /&gt;
|If an ally strikes an enemy suffering from the vulnerability effect of &#039;&#039;Wayfinding&#039;&#039;, and they do not already have the Haste effect, they receive the Haste effect for one minute.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Warden&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;This land is my land.&amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Class Level&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Feature&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Details&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Borders&#039;&#039;&#039;&lt;br /&gt;
| Enemies inside your &#039;&#039;Favoured Terrain&#039;&#039; suffer double the penalties for being within its area. In addition, you now receive 10% Damage Immunity while within its borders. This damage immunity increases by another 10% for each Warden archetype feature.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Warding&#039;&#039;&#039;&lt;br /&gt;
| When an enemy is within your &#039;&#039;Favoured Terrain&#039;&#039;, they suffer from the &#039;&#039;Slow&#039;&#039; effect.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Homeland&#039;&#039;&#039;&lt;br /&gt;
| While within &#039;&#039;Favoured Terrain&#039;&#039;, the Freedom of Movement effect is applied to you each round, removing any relevant effects and restoring the duration. If no existing Freedom of Movement exists with a duration longer than one minute, the duration of this effect is one minute.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Beastmaster&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;Man and beast; one and the same.&amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Class Level&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Feature&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Details&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Animal Companion&#039;&#039;&#039;&lt;br /&gt;
| Your attunement with the wilds has attracted the friendship of various beasts of nature. You may have an &#039;&#039;Animal Companion&#039;&#039; of the types listed below, which you may change to another type by targeting yourself with this feat while able to rest. You may use this ability for free once per rest, with subsequent uses costing one &#039;&#039;Awareness&#039;&#039;. This ally has a CR equal to your Ranger level. If you also possess the &#039;&#039;Animal Companion&#039;&#039; feature from the Druid &#039;&#039;Wildspeaker&#039;&#039;, your Druid and Ranger levels stack when determining the creature&#039;s CR.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Pack Tactics&#039;&#039;&#039;&lt;br /&gt;
| When you use a &#039;&#039;Maneuver&#039;&#039; on a creature, your &#039;&#039;Animal Companion&#039;&#039; performs a &#039;&#039;Maneuver&#039;&#039; on its current target, as defined by its type below. Your &#039;&#039;Animal Companion&#039;&#039; also becomes &#039;&#039;Elite&#039;&#039; rated.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Natural Synergy&#039;&#039;&#039;&lt;br /&gt;
| For the cost of one &#039;&#039;Awareness&#039;&#039;, you may cast Awaken by targeting your Animal Companion with its summoning feat.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Animal&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Role&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Maneuver&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Bear&lt;br /&gt;
|Brute&lt;br /&gt;
|Provoke&lt;br /&gt;
|-&lt;br /&gt;
|Boar&lt;br /&gt;
|Soldier&lt;br /&gt;
|Provoke&lt;br /&gt;
|-&lt;br /&gt;
|Wolf&lt;br /&gt;
|Skirmisher&lt;br /&gt;
|Knockdown&lt;br /&gt;
|-&lt;br /&gt;
|Hawk&lt;br /&gt;
|Lurker&lt;br /&gt;
|Blind&lt;br /&gt;
|-&lt;br /&gt;
|Lynx&lt;br /&gt;
|Lurker&lt;br /&gt;
|Blind&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Rhiswick</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Notable_NPCs&amp;diff=250</id>
		<title>Notable NPCs</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Notable_NPCs&amp;diff=250"/>
		<updated>2020-12-20T22:22:53Z</updated>

		<summary type="html">&lt;p&gt;Rhiswick: /* Outside Risenholm */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A general listing of publicly known NPCs are available below. It is assumed that every character who lives in Risenholm would at least know of the following people.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Within Risenholm&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;The Elder&#039;s Home&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Elder Agnes Vollan - The leader of Risenholm. An elderly woman who has steered the community since its inception. She has ruled with an even hand, but has been frequently accused of nepotism, as many of her friends and relatives operate in &lt;br /&gt;
&lt;br /&gt;
Secretary Doressa Wynreinne - A capable secretary who manages the Elder&#039;s public library. While on the jobs she is courteous and professional, but when off duty is a known troublemaker and gossip.&lt;br /&gt;
&lt;br /&gt;
Mushirah Goldgrip - Manages the storehouse. Often alludes to being magically skilled, but rarely talks about it. The Reeves in the storehouse often seem unusually tense around her.&lt;br /&gt;
&lt;br /&gt;
Yasha Logue - Manages the stores in the Well. Tasked with helping new arrivals. A bubbly, consistently optimistic woman. Often completely forgets she&#039;s technically a clerk, and doesn&#039;t wear their uniform. Mostly thinks her regular wages are other people being very generous. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;The Reeves&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Captain Vollan - The son of Agnes and &amp;lt;s&amp;gt;Thommald&amp;lt;/s&amp;gt;. He rejected his own first name after his namesake&#039;s betrayal. Believes he is undeserving of his position, and so leaves much of the running of the Reeves back in Risenholm to Olivia. He instead spends his time in the wilds hunting potential threats to the town.&lt;br /&gt;
&lt;br /&gt;
Quartermaster Olivia Hawke - A handsome woman, tall and muscular. To other halflings, she would cut an impressive figure. She manages the Reeves from behind the scenes, rarely leaving the barracks to take to the field directly. While capable at her job, she nurses a grudge that her loyalty to the town during the previous captain&#039;s betrayal was not rewarded with the captain&#039;s position. She resents having much of the responsibility of leadership without the associated presitige.&lt;br /&gt;
&lt;br /&gt;
Sergeant Boubacar Salif - One of the oldest Reeves still in service. He regrets the actions that he took under the previous captain, and now seeks repentance for both himself and the organisation as a whole. While often manning the front desk, he also is an advocate for community outreach and public service.&lt;br /&gt;
&lt;br /&gt;
Olenka Rotheld - A laid-back Reeve who is happy to engage in extended conversation even while on duty. She rarely does her job unless she is acting in direct defence of her brother or his property.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;The Millers&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Architect Isabella Fordren - The founder and current leader of the Millers organization. The elf is well spoken if you&#039;re important enough to have her attention for more than a passing second. Due to her focus on a multitude of projects, inventions and designs she is rarely seen outside of the lower levels of the Mill.&lt;br /&gt;
&lt;br /&gt;
Foreman Cilas Fordren - A large man who serves as Isabella&#039;s second in command as well as her husband. A straightforward person who doesn&#039;t really have time for most of the organization&#039;s intrigue. He informs the handlers what projects need doing and entrusts them to carry them out and impress his wife.&lt;br /&gt;
&lt;br /&gt;
Scar Researcher Fitz Bazalgate - A halfling handler who is the current head of scar research. Has a total inability to stop talking when the topic of his research is brought up, often with totally unasked for speculation. He puts on a neutral and otherwise friendly demeanor to most people outside the organization, but is known to be fiercely competitive and ruthless when it comes time to allocate project resources throughout the guild.&lt;br /&gt;
&lt;br /&gt;
Daikawa Haremaru - Fitz&#039;s assistant who handles scar fragments. He&#039;s constantly tired and worn out from both dealing with Fitz, and the amount of work scar fragment collection entails.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;The Dredgers&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Big Fish&amp;quot; Markus Grillsson - A bullheaded asshole who believes that the Vollan family cannot be trusted in the wake of the well attack. He seeks to elevate the power the Fishermen hold over Risenholm in order to push for him to become the new town Elder. While he is a callous prick in direct conversation, his intents and goals are always to help the people of Risenholm. He just thinks he&#039;s the best man to help them.&lt;br /&gt;
&lt;br /&gt;
Mireva - A triton who sells various devices and tools. She admires Grillsson, having a rose coloured view of the Dredgers as a whole. Her poor circulation means she keeps warm through a roaring fire and keeping wrapped up.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;The Merchants&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Master Blacksmith Horrick Gundursson - A surly dwarf who prefers working in the forge than dealing with others. Although he is the Advisor who represents the merchants in the Elder&#039;s council, he rarely takes up the duties of the position. Instead, he prefers to send one of hims many apprentices to represent his interests.&lt;br /&gt;
&lt;br /&gt;
Blacksmith Apprentice Dan Lockwood - A mild mannered man who sells Gundursson&#039;s wares.&lt;br /&gt;
&lt;br /&gt;
Tailor, Jacq Marian - The town&#039;s tailor. Keeps mostly to themselves, but employs a cast of strange employees.&lt;br /&gt;
&lt;br /&gt;
Ephedra Athelechor - Runs the town&#039;s alchemy supply store. A bitter, cynical elf who has a long running feud with Isabella Fordren. She maintains a civil demeanor when dealing with her cutomers, but is bad at maintaining the act.&lt;br /&gt;
&lt;br /&gt;
Thaddius Boyle, Scrivener - A crabby old man who runs the magical supplies store. He often conceals his affection for his adopted steward.&lt;br /&gt;
&lt;br /&gt;
The Boy - Manages the front of the magical supplies store. An orphan from the second generation. He has had to mature quickly due to unfortunate circumstances, but still maintains an optimism that things can get better.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Unaffiliated&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Will Sigerman - A man who has taken his maintenance of the Well to the level of devotion. Has an ongoing grievance with the Fordrens after he was told to stop his work on the Well, and quit the Miller as a result. He has a rough way of speaking, but is always willing to act in defence of his home.&lt;br /&gt;
&lt;br /&gt;
Fabella Tarsus - A direct spoken doctor who is tasked with handling new arrivals from the Well.&lt;br /&gt;
&lt;br /&gt;
Bazik Bronzebrow - A retired scar hunter who once pioneered the adventuring lifestyle in Risenholm. Has given up the life after getting a bad hip. Currently advises new scar hunters on how better to survive in the outside world. He doesn&#039;t seem inclined to talking about his former comrades.&lt;br /&gt;
&lt;br /&gt;
Hackett Rotheld - Runs Rotheld&#039;s Refuge, a place for the surplus population of Risenholm to eat and rest. His stern demeanor is at odds with his open, kindly heart. Often plays straight man to his sister&#039;s antics.&lt;br /&gt;
&lt;br /&gt;
Nine Fingered Nick - A simple man who handles scrap collection for the town. While he has close ties with both the Millers and Gundurson, he mostly keeps to himself enough to not really be considered a direct member fo any of the town&#039;s factions. He only pays people in an amount of coins he can count, meaning that he can&#039;t pay anyone more than nine coins due to him being unable to count higher than his fingers.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Outside Risenholm&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Exiles&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Thommald Vollan&amp;lt;/s&amp;gt;, former Reeve Captain - Once a hero to the town who was both the first scar hunter and Reeve. Was (or still is) Agnes Vollan&#039;s husband, and the current captain&#039;s father. Now a traitor in exile who damaged the Well before or during going into the building with a band of Reeves loyal only to himself. After a defence was mounted by other Reeves and Millers, he escaped in the ensuing fighting.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Unaffiliated&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Flint Caulderbranch - The  self proclaimed &#039;Last Lumberer of Suthwood&#039; refused to return to town when the logging operations in the wood failed after scar attacks made work too dangerous. Is bitter with Agnes Vollan, and believes she&#039;s a coward who isn&#039;t willing to take any risks. Although he doesn&#039;t make camp far from the town itself, he wanders about the Suthwood as he pleases.&lt;/div&gt;</summary>
		<author><name>Rhiswick</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Notable_NPCs&amp;diff=248</id>
		<title>Notable NPCs</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Notable_NPCs&amp;diff=248"/>
		<updated>2020-12-20T22:13:38Z</updated>

		<summary type="html">&lt;p&gt;Rhiswick: /* Unaffiliated */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A general listing of publicly known NPCs are available below. It is assumed that every character who lives in Risenholm would at least know of the following people.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Within Risenholm&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;The Elder&#039;s Home&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Elder Agnes Vollan - The leader of Risenholm. An elderly woman who has steered the community since its inception. She has ruled with an even hand, but has been frequently accused of nepotism, as many of her friends and relatives operate in &lt;br /&gt;
&lt;br /&gt;
Secretary Doressa Wynreinne - A capable secretary who manages the Elder&#039;s public library. While on the jobs she is courteous and professional, but when off duty is a known troublemaker and gossip.&lt;br /&gt;
&lt;br /&gt;
Mushirah Goldgrip - Manages the storehouse. Often alludes to being magically skilled, but rarely talks about it. The Reeves in the storehouse often seem unusually tense around her.&lt;br /&gt;
&lt;br /&gt;
Yasha Logue - Manages the stores in the Well. Tasked with helping new arrivals. A bubbly, consistently optimistic woman. Often completely forgets she&#039;s technically a clerk, and doesn&#039;t wear their uniform. Mostly thinks her regular wages are other people being very generous. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;The Reeves&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Captain Vollan - The son of Agnes and &amp;lt;s&amp;gt;Thommald&amp;lt;/s&amp;gt;. He rejected his own first name after his namesake&#039;s betrayal. Believes he is undeserving of his position, and so leaves much of the running of the Reeves back in Risenholm to Olivia. He instead spends his time in the wilds hunting potential threats to the town.&lt;br /&gt;
&lt;br /&gt;
Quartermaster Olivia Hawke - A handsome woman, tall and muscular. To other halflings, she would cut an impressive figure. She manages the Reeves from behind the scenes, rarely leaving the barracks to take to the field directly. While capable at her job, she nurses a grudge that her loyalty to the town during the previous captain&#039;s betrayal was not rewarded with the captain&#039;s position. She resents having much of the responsibility of leadership without the associated presitige.&lt;br /&gt;
&lt;br /&gt;
Sergeant Boubacar Salif - One of the oldest Reeves still in service. He regrets the actions that he took under the previous captain, and now seeks repentance for both himself and the organisation as a whole. While often manning the front desk, he also is an advocate for community outreach and public service.&lt;br /&gt;
&lt;br /&gt;
Olenka Rotheld - A laid-back Reeve who is happy to engage in extended conversation even while on duty. She rarely does her job unless she is acting in direct defence of her brother or his property.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;The Millers&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Architect Isabella Fordren - The founder and current leader of the Millers organization. The elf is well spoken if you&#039;re important enough to have her attention for more than a passing second. Due to her focus on a multitude of projects, inventions and designs she is rarely seen outside of the lower levels of the Mill.&lt;br /&gt;
&lt;br /&gt;
Foreman Cilas Fordren - A large man who serves as Isabella&#039;s second in command as well as her husband. A straightforward person who doesn&#039;t really have time for most of the organization&#039;s intrigue. He informs the handlers what projects need doing and entrusts them to carry them out and impress his wife.&lt;br /&gt;
&lt;br /&gt;
Scar Researcher Fitz Bazalgate - A halfling handler who is the current head of scar research. Has a total inability to stop talking when the topic of his research is brought up, often with totally unasked for speculation. He puts on a neutral and otherwise friendly demeanor to most people outside the organization, but is known to be fiercely competitive and ruthless when it comes time to allocate project resources throughout the guild.&lt;br /&gt;
&lt;br /&gt;
Daikawa Haremaru - Fitz&#039;s assistant who handles scar fragments. He&#039;s constantly tired and worn out from both dealing with Fitz, and the amount of work scar fragment collection entails.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;The Dredgers&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Big Fish&amp;quot; Markus Grillsson - A bullheaded asshole who believes that the Vollan family cannot be trusted in the wake of the well attack. He seeks to elevate the power the Fishermen hold over Risenholm in order to push for him to become the new town Elder. While he is a callous prick in direct conversation, his intents and goals are always to help the people of Risenholm. He just thinks he&#039;s the best man to help them.&lt;br /&gt;
&lt;br /&gt;
Mireva - A triton who sells various devices and tools. She admires Grillsson, having a rose coloured view of the Dredgers as a whole. Her poor circulation means she keeps warm through a roaring fire and keeping wrapped up.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;The Merchants&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Master Blacksmith Horrick Gundursson - A surly dwarf who prefers working in the forge than dealing with others. Although he is the Advisor who represents the merchants in the Elder&#039;s council, he rarely takes up the duties of the position. Instead, he prefers to send one of hims many apprentices to represent his interests.&lt;br /&gt;
&lt;br /&gt;
Blacksmith Apprentice Dan Lockwood - A mild mannered man who sells Gundursson&#039;s wares.&lt;br /&gt;
&lt;br /&gt;
Tailor, Jacq Marian - The town&#039;s tailor. Keeps mostly to themselves, but employs a cast of strange employees.&lt;br /&gt;
&lt;br /&gt;
Ephedra Athelechor - Runs the town&#039;s alchemy supply store. A bitter, cynical elf who has a long running feud with Isabella Fordren. She maintains a civil demeanor when dealing with her cutomers, but is bad at maintaining the act.&lt;br /&gt;
&lt;br /&gt;
Thaddius Boyle, Scrivener - A crabby old man who runs the magical supplies store. He often conceals his affection for his adopted steward.&lt;br /&gt;
&lt;br /&gt;
The Boy - Manages the front of the magical supplies store. An orphan from the second generation. He has had to mature quickly due to unfortunate circumstances, but still maintains an optimism that things can get better.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Unaffiliated&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Will Sigerman - A man who has taken his maintenance of the Well to the level of devotion. Has an ongoing grievance with the Fordrens after he was told to stop his work on the Well, and quit the Miller as a result. He has a rough way of speaking, but is always willing to act in defence of his home.&lt;br /&gt;
&lt;br /&gt;
Fabella Tarsus - A direct spoken doctor who is tasked with handling new arrivals from the Well.&lt;br /&gt;
&lt;br /&gt;
Bazik Bronzebrow - A retired scar hunter who once pioneered the adventuring lifestyle in Risenholm. Has given up the life after getting a bad hip. Currently advises new scar hunters on how better to survive in the outside world. He doesn&#039;t seem inclined to talking about his former comrades.&lt;br /&gt;
&lt;br /&gt;
Hackett Rotheld - Runs Rotheld&#039;s Refuge, a place for the surplus population of Risenholm to eat and rest. His stern demeanor is at odds with his open, kindly heart. Often plays straight man to his sister&#039;s antics.&lt;br /&gt;
&lt;br /&gt;
Nine Fingered Nick - A simple man who handles scrap collection for the town. While he has close ties with both the Millers and Gundurson, he mostly keeps to himself enough to not really be considered a direct member fo any of the town&#039;s factions. He only pays people in an amount of coins he can count, meaning that he can&#039;t pay anyone more than nine coins due to him being unable to count higher than his fingers.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Outside Risenholm&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Exiles&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Thommald Vollan&amp;lt;/s&amp;gt;, former Reeve Captain - &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Unaffiliated&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Flint Caulderbranch -&lt;/div&gt;</summary>
		<author><name>Rhiswick</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Notable_NPCs&amp;diff=239</id>
		<title>Notable NPCs</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Notable_NPCs&amp;diff=239"/>
		<updated>2020-12-20T21:51:35Z</updated>

		<summary type="html">&lt;p&gt;Rhiswick: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A general listing of publicly known NPCs are available below. It is assumed that every character who lives in Risenholm would at least know of the following people.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Within Risenholm&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;The Elder&#039;s Home&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Elder Agnes Vollan - The leader of Risenholm. An elderly woman who has steered the community since its inception. She has ruled with an even hand, but has been frequently accused of nepotism, as many of her friends and relatives operate in &lt;br /&gt;
&lt;br /&gt;
Secretary Doressa Wynreinne - A capable secretary who manages the Elder&#039;s public library. While on the jobs she is courteous and professional, but when off duty is a known troublemaker and gossip.&lt;br /&gt;
&lt;br /&gt;
Mushirah Goldgrip - Manages the storehouse. Often alludes to being magically skilled, but rarely talks about it. The Reeves in the storehouse often seem unusually tense around her.&lt;br /&gt;
&lt;br /&gt;
Yasha Logue - Manages the stores in the Well. Tasked with helping new arrivals. A bubbly, consistently optimistic woman. Often completely forgets she&#039;s technically a clerk, and doesn&#039;t wear their uniform. Mostly thinks her regular wages are other people being very generous. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;The Reeves&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Captain Vollan - The son of Agnes and &amp;lt;s&amp;gt;Thommald&amp;lt;/s&amp;gt;. He rejected his own first name after his namesake&#039;s betrayal. Believes he is undeserving of his position, and so leaves much of the running of the Reeves back in Risenholm to Olivia. He instead spends his time in the wilds hunting potential threats to the town.&lt;br /&gt;
&lt;br /&gt;
Quartermaster Olivia Hawke - A handsome woman, tall and muscular. To other halflings, she would cut an impressive figure. She manages the Reeves from behind the scenes, rarely leaving the barracks to take to the field directly. While capable at her job, she nurses a grudge that her loyalty to the town during the previous captain&#039;s betrayal was not rewarded with the captain&#039;s position. She resents having much of the responsibility of leadership without the associated presitige.&lt;br /&gt;
&lt;br /&gt;
Sergeant Boubacar Salif - One of the oldest Reeves still in service. He regrets the actions that he took under the previous captain, and now seeks repentance for both himself and the organisation as a whole. While often manning the front desk, he also is an advocate for community outreach and public service.&lt;br /&gt;
&lt;br /&gt;
Olenka Rotheld - A laid-back Reeve who is happy to engage in extended conversation even while on duty. She rarely does her job unless she is acting in direct defence of her brother or his property.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;The Millers&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Architect Isabella Fordren - The founder and current leader of the Millers organization. The elf is well spoken if you&#039;re important enough to have her attention for more than a passing second. Due to her focus on a multitude of projects, inventions and designs she is rarely seen outside of the lower levels of the Mill.&lt;br /&gt;
&lt;br /&gt;
Foreman Cilas Fordren - A large man who serves as Isabella&#039;s second in command as well as her husband. A straightforward person who doesn&#039;t really have time for most of the organization&#039;s intrigue. He informs the handlers what projects need doing and entrusts them to carry them out and impress his wife.&lt;br /&gt;
&lt;br /&gt;
Scar Researcher Fitz Bazalgate - A halfling handler who is the current head of scar research. Has a total inability to stop talking when the topic of his research is brought up, often with totally unasked for speculation. He puts on a neutral and otherwise friendly demeanor to most people outside the organization, but is known to be fiercely competitive and ruthless when it comes time to allocate project resources throughout the guild.&lt;br /&gt;
&lt;br /&gt;
Daikawa Haremaru - Fitz&#039;s assistant who handles scar fragments. He&#039;s constantly tired and worn out from both dealing with Fitz, and the amount of work scar fragment collection entails.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;The Dredgers&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Big Fish&amp;quot; Markus Grillsson - A bullheaded asshole who believes that the Vollan family cannot be trusted in the wake of the well attack. He seeks to elevate the power the Fishermen hold over Risenholm in order to push for him to become the new town Elder. While he is a callous prick in direct conversation, his intents and goals are always to help the people of Risenholm. He just thinks he&#039;s the best man to help them.&lt;br /&gt;
&lt;br /&gt;
Mireva - A triton who sells various devices and tools. She admires Grillsson, having a rose coloured view of the Dredgers as a whole. Her poor circulation means she keeps warm through a roaring fire and keeping wrapped up.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;The Merchants&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Master Blacksmith Horrick Gundursson - A surly dwarf who prefers working in the forge than dealing with others. Although he is the Advisor who represents the merchants in the Elder&#039;s council, he rarely takes up the duties of the position. Instead, he prefers to send one of hims many apprentices to represent his interests.&lt;br /&gt;
&lt;br /&gt;
Blacksmith Apprentice Dan Lockwood - A mild mannered man who sells Gundursson&#039;s wares.&lt;br /&gt;
&lt;br /&gt;
Tailor, Jacq Marian - The town&#039;s tailor. Keeps mostly to themselves, but employs a cast of strange employees.&lt;br /&gt;
&lt;br /&gt;
Ephedra Athelechor - Runs the town&#039;s alchemy supply store. A bitter, cynical elf who has a long running feud with Isabella Fordren. She maintains a civil demeanor when dealing with her cutomers, but is bad at maintaining the act.&lt;br /&gt;
&lt;br /&gt;
Thaddius Boyle, Scrivener - A crabby old man who runs the magical supplies store. He often conceals his affection for his adopted steward.&lt;br /&gt;
&lt;br /&gt;
The Boy - Manages the front of the magical supplies store. An orphan from the second generation. He has had to mature quickly due to unfortunate circumstances, but still maintains an optimism that things can get better.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Unaffiliated&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Will Sigerman&lt;br /&gt;
&lt;br /&gt;
Fabella Tarsus&lt;br /&gt;
&lt;br /&gt;
Bazik Bronzebrow&lt;br /&gt;
&lt;br /&gt;
Hackett Rotheld&lt;br /&gt;
&lt;br /&gt;
Nine Fingered Nick - A simple man who handles scrap collection for the town. While he has close ties with both the Millers and Gundurson, he mostly keeps to himself enough to not really be considered a direct member fo any of the town&#039;s factions. He only pays people in an amount of coins he can count, meaning that he can&#039;t pay anyone more than nine coins due to him being unable to count higher than his fingers.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Outside Risenholm&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Exiles&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Thommald Vollan&amp;lt;/s&amp;gt;, former Reeve Captain - &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Unaffiliated&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Flint Caulderbranch -&lt;/div&gt;</summary>
		<author><name>Rhiswick</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Server_Rules_and_Player_Expectations&amp;diff=144</id>
		<title>Server Rules and Player Expectations</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Server_Rules_and_Player_Expectations&amp;diff=144"/>
		<updated>2020-12-17T20:53:59Z</updated>

		<summary type="html">&lt;p&gt;Rhiswick: /* General Community Expectations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scars of Risenholm is a passion project of many long-term NWN veterans who wanted to carve their own unique niche within a storied and dedicated community of players and DMs, some of which have been playing this game continuously since its initial release. We fully understand that this server will not be for everyone - part of NWN&#039;s charm is that anyone with a vision and dedication can build up a community within a still healthy playerbase for such an old game.&lt;br /&gt;
&lt;br /&gt;
== The Rules ==&lt;br /&gt;
We welcome all players and hope they enjoy their stay while on the server - we do not welcome those who test the patience or good will of the volunteers who organize this community. We do not have a &amp;quot;strikes&amp;quot; or guaranteed warning system in terms of player policing. If the staff finds your presence on the server or in the community to be a disturbance, you will simply be removed. Please read and understand the rules carefully - though they seem like common sense to the average player, we want to make it very apparent what is and isn&#039;t acceptable here.&lt;br /&gt;
&lt;br /&gt;
=== General Community Expectations ===&lt;br /&gt;
&lt;br /&gt;
Scars of Risenholm is a diverse and LGBTQ+ friendly community. We do not tolerate any bigoted behavior, hate speech, or dogwhistles in our community. There is no hiding behind classic excuses of &amp;quot;free speech&amp;quot; or &amp;quot;making jokes&amp;quot; here.&lt;br /&gt;
&lt;br /&gt;
Sexual violence, via either overt act or mere implication is forbidden in the gameworld or through tells. &lt;br /&gt;
&lt;br /&gt;
The general DM staff do not have universal access to in-game Tell channels between players. However, these logs are still recorded. They are only accessible by the consensus of at least two Admins in the rare event that some rules breaking event has occurred and a DM would like verification. We value your privacy as if we do our own - anything that is communicated through tells should be considered private in 99.9% of circumstances.&lt;br /&gt;
&lt;br /&gt;
Every rule-abiding player and staff member is permitted to play characters anonymously. Do not ask or insinuate that a character is played by a particular player for any reason. If you believe a banned player has returned, take your concern to the DM and Admin staff privately.&lt;br /&gt;
&lt;br /&gt;
Everyone must play fairly. Do not cheat through the usual methods (muling, duping exploits, etc.) and report any found exploits to the DM staff.&lt;br /&gt;
&lt;br /&gt;
=== PvP Expectations ===&lt;br /&gt;
&lt;br /&gt;
Attacking another player character outside of an agreed nonlethal duel or sport is a very serious ordeal, and is expected to be portrayed as such. Even though the Risen are nigh-immortal, there are severe consequences for being caught attacking another Risen with perceived lethal force. If you attack another player character, you must accept that if you were caught doing so, or if the character ultimately survives (which they probably will) being attacked and convinces the Reeves that you intended to kill them, your character will most likely be &#039;&#039;&#039;Exiled&#039;&#039;&#039;, or in more serious circumstances immediately escorted to the Well to be &#039;&#039;&#039;Drowned&#039;&#039;&#039; (One of the only known ways to permanently kill a Risen).&lt;br /&gt;
&lt;br /&gt;
This being said, there are no rules for when and how mechanical combat between players should take place outside of Risenholm. When you attack another player, you are automatically set hostile to them. You do not need to set them as such as a courtesy or anything, especially if you plan to blindside them. If you are subdued by a player, you are at their mercy until they explicitly let you leave or they leave themselves.&lt;br /&gt;
&lt;br /&gt;
If you plan to attack a character, player or not, within Risenholm proper, you must get a DM to oversee the event and have the nearby NPCs react accordingly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drowning&#039;&#039;&#039; another player also requires a DM to be present.&lt;/div&gt;</summary>
		<author><name>Rhiswick</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Server_Rules_and_Player_Expectations&amp;diff=143</id>
		<title>Server Rules and Player Expectations</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Server_Rules_and_Player_Expectations&amp;diff=143"/>
		<updated>2020-12-17T20:51:44Z</updated>

		<summary type="html">&lt;p&gt;Rhiswick: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scars of Risenholm is a passion project of many long-term NWN veterans who wanted to carve their own unique niche within a storied and dedicated community of players and DMs, some of which have been playing this game continuously since its initial release. We fully understand that this server will not be for everyone - part of NWN&#039;s charm is that anyone with a vision and dedication can build up a community within a still healthy playerbase for such an old game.&lt;br /&gt;
&lt;br /&gt;
== The Rules ==&lt;br /&gt;
We welcome all players and hope they enjoy their stay while on the server - we do not welcome those who test the patience or good will of the volunteers who organize this community. We do not have a &amp;quot;strikes&amp;quot; or guaranteed warning system in terms of player policing. If the staff finds your presence on the server or in the community to be a disturbance, you will simply be removed. Please read and understand the rules carefully - though they seem like common sense to the average player, we want to make it very apparent what is and isn&#039;t acceptable here.&lt;br /&gt;
&lt;br /&gt;
=== General Community Expectations ===&lt;br /&gt;
&lt;br /&gt;
Scars of Risenholm is a diverse and LGBTQ+ friendly community. We do not tolerate any bigoted behavior, hate speech, or dogwhistles in our community. There is no hiding behind classic excuses of &amp;quot;free speech&amp;quot; or &amp;quot;making jokes&amp;quot; here.&lt;br /&gt;
&lt;br /&gt;
Sexual violence, via either overt act or mere implication is forbidden in the gameworld or through tells. &lt;br /&gt;
&lt;br /&gt;
The general DM staff do not have universal access to in-game Tell channels between players. However, these logs are still recorded. They are only accessible by the consensus of at least two Admins in the rare event that some rules breaking event has occurred and a DM would like verification. We value your privacy as if we do our own - anything that is communicated through tells should be considered private in 99.9% of circumstances.&lt;br /&gt;
&lt;br /&gt;
Every rule-abiding player and staff member is permitted to play characters anonymously. Do not ask or insinuate that a character is played by a particular player for any reason. If you believe a banned player has returned, take your concern to the DM and Admin staff privately.&lt;br /&gt;
&lt;br /&gt;
Everyone must play fairly. Do not cheat through the usual methods (muling, duping exploits, etc.) and report any found exploits to the DM staff. Players who report exploits in good faith shall be rewarded with minor unique loot items.&lt;br /&gt;
&lt;br /&gt;
=== PvP Expectations ===&lt;br /&gt;
&lt;br /&gt;
Attacking another player character outside of an agreed nonlethal duel or sport is a very serious ordeal, and is expected to be portrayed as such. Even though the Risen are nigh-immortal, there are severe consequences for being caught attacking another Risen with perceived lethal force. If you attack another player character, you must accept that if you were caught doing so, or if the character ultimately survives (which they probably will) being attacked and convinces the Reeves that you intended to kill them, your character will most likely be &#039;&#039;&#039;Exiled&#039;&#039;&#039;, or in more serious circumstances immediately escorted to the Well to be &#039;&#039;&#039;Drowned&#039;&#039;&#039; (One of the only known ways to permanently kill a Risen).&lt;br /&gt;
&lt;br /&gt;
This being said, there are no rules for when and how mechanical combat between players should take place outside of Risenholm. When you attack another player, you are automatically set hostile to them. You do not need to set them as such as a courtesy or anything, especially if you plan to blindside them. If you are subdued by a player, you are at their mercy until they explicitly let you leave or they leave themselves.&lt;br /&gt;
&lt;br /&gt;
If you plan to attack a character, player or not, within Risenholm proper, you must get a DM to oversee the event and have the nearby NPCs react accordingly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drowning&#039;&#039;&#039; another player also requires a DM to be present.&lt;/div&gt;</summary>
		<author><name>Rhiswick</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Server_Rules_and_Player_Expectations&amp;diff=142</id>
		<title>Server Rules and Player Expectations</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Server_Rules_and_Player_Expectations&amp;diff=142"/>
		<updated>2020-12-17T20:51:15Z</updated>

		<summary type="html">&lt;p&gt;Rhiswick: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scars of Risenholm is a passion project of many long-term NWN veterans who wanted to carve their own unique niche within a storied and dedicated community of players and DMs, some of which have been playing this game continuously since its initial release. We fully understand that this server will not be for everyone - part of NWN&#039;s charm is that anyone with a vision and dedication can build up a community within a still healthy player base for such an old game.&lt;br /&gt;
&lt;br /&gt;
== The Rules ==&lt;br /&gt;
We welcome all players and hope they enjoy their stay while on the server - we do not welcome those who test the patience or good will of the volunteers who organize this community. We do not have a &amp;quot;strikes&amp;quot; or guaranteed warning system in terms of player policing. If the staff finds your presence on the server or in the community to be a disturbance, you will simply be removed. Please read and understand the rules carefully - though they seem like common sense to the average player, we want to make it very apparent what is and isn&#039;t acceptable here.&lt;br /&gt;
&lt;br /&gt;
=== General Community Expectations ===&lt;br /&gt;
&lt;br /&gt;
Scars of Risenholm is a diverse and LGBTQ+ friendly community. We do not tolerate any bigoted behavior, hate speech, or dogwhistles in our community. There is no hiding behind classic excuses of &amp;quot;free speech&amp;quot; or &amp;quot;making jokes&amp;quot; here.&lt;br /&gt;
&lt;br /&gt;
Sexual violence, via either overt act or mere implication is forbidden in the gameworld or through tells. &lt;br /&gt;
&lt;br /&gt;
The general DM staff do not have universal access to in-game Tell channels between players. However, these logs are still recorded. They are only accessible by the consensus of at least two Admins in the rare event that some rules breaking event has occurred and a DM would like verification. We value your privacy as if we do our own - anything that is communicated through tells should be considered private in 99.9% of circumstances.&lt;br /&gt;
&lt;br /&gt;
Every rule-abiding player and staff member is permitted to play characters anonymously. Do not ask or insinuate that a character is played by a particular player for any reason. If you believe a banned player has returned, take your concern to the DM and Admin staff privately.&lt;br /&gt;
&lt;br /&gt;
Everyone must play fairly. Do not cheat through the usual methods (muling, duping exploits, etc.) and report any found exploits to the DM staff. Players who report exploits in good faith shall be rewarded with minor unique loot items.&lt;br /&gt;
&lt;br /&gt;
=== PvP Expectations ===&lt;br /&gt;
&lt;br /&gt;
Attacking another player character outside of an agreed nonlethal duel or sport is a very serious ordeal, and is expected to be portrayed as such. Even though the Risen are nigh-immortal, there are severe consequences for being caught attacking another Risen with perceived lethal force. If you attack another player character, you must accept that if you were caught doing so, or if the character ultimately survives (which they probably will) being attacked and convinces the Reeves that you intended to kill them, your character will most likely be &#039;&#039;&#039;Exiled&#039;&#039;&#039;, or in more serious circumstances immediately escorted to the Well to be &#039;&#039;&#039;Drowned&#039;&#039;&#039; (One of the only known ways to permanently kill a Risen).&lt;br /&gt;
&lt;br /&gt;
This being said, there are no rules for when and how mechanical combat between players should take place outside of Risenholm. When you attack another player, you are automatically set hostile to them. You do not need to set them as such as a courtesy or anything, especially if you plan to blindside them. If you are subdued by a player, you are at their mercy until they explicitly let you leave or they leave themselves.&lt;br /&gt;
&lt;br /&gt;
If you plan to attack a character, player or not, within Risenholm proper, you must get a DM to oversee the event and have the nearby NPCs react accordingly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drowning&#039;&#039;&#039; another player also requires a DM to be present.&lt;/div&gt;</summary>
		<author><name>Rhiswick</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Skills&amp;diff=106</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Skills&amp;diff=106"/>
		<updated>2020-12-11T14:54:06Z</updated>

		<summary type="html">&lt;p&gt;Rhiswick: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Acrobatics:&#039;&#039;&#039;&lt;br /&gt;
Prevents attacks of opportunity when moving around.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alchemy:&#039;&#039;&#039;&lt;br /&gt;
Gives 1% bonus chance per skill level of a refund when brewing potions and runestones.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Animal Handling:&#039;&#039;&#039;&lt;br /&gt;
Use to charm animals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appraisal:&#039;&#039;&#039;&lt;br /&gt;
Lowers merchant pricing. 1% per skill rank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arcana:&#039;&#039;&#039;&lt;br /&gt;
Identifies cast spells, affects counterspell and ups skill check against spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Athletics:&#039;&#039;&#039;&lt;br /&gt;
Characters gain 1% extra movement speed when dashing for each skill rank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deception:&lt;br /&gt;
Used for disguises (not yet implemented).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Influence:&#039;&#039;&#039;&lt;br /&gt;
Will increase gold rewards from scars. 1% per skill rank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Insight:&#039;&#039;&#039;&lt;br /&gt;
Gives users a bonus to examine creature weaknesses and damage types.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Investigation:&#039;&#039;&#039;&lt;br /&gt;
Used to find traps and hidden lootables.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knowledge:&#039;&#039;&#039;&lt;br /&gt;
Gives players more information about the world when examining things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Locksmithing:&#039;&#039;&#039;&lt;br /&gt;
Used for picking locks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medicine:&#039;&#039;&#039;&lt;br /&gt;
Healing kits heal an amount of hp equal to 10 + Medicine + 2% per Medicine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perception:&#039;&#039;&#039;&lt;br /&gt;
Used to counter Steath.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sleight of Hand:&#039;&#039;&#039;&lt;br /&gt;
Gain a chance to gain gold from killing monsters. 1% per skill rank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stealth:&#039;&#039;&#039;&lt;br /&gt;
Determines how well a character can hide from others.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tinkering:&#039;&#039;&#039;&lt;br /&gt;
Gives 1% bonus chance per skill level of a refund when crafting in the field.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trapping:&#039;&#039;&#039;&lt;br /&gt;
Used for disabling traps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Survival:&#039;&#039;&#039;&lt;br /&gt;
Can be used to find information about creatures in the area using the Track action.&lt;/div&gt;</summary>
		<author><name>Rhiswick</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Skills&amp;diff=105</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Skills&amp;diff=105"/>
		<updated>2020-12-10T19:23:58Z</updated>

		<summary type="html">&lt;p&gt;Rhiswick: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Acrobatics:&#039;&#039;&#039;&lt;br /&gt;
Prevents attacks of opportunity when moving around.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alchemy:&#039;&#039;&#039;&lt;br /&gt;
Gives 1% bonus chance per skill level of a refund when brewing potions and runestones.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Animal Handling:&#039;&#039;&#039;&lt;br /&gt;
Use to charm animals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appraisal:&#039;&#039;&#039;&lt;br /&gt;
Lowers merchant pricing. 1% per skill rank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arcana:&#039;&#039;&#039;&lt;br /&gt;
Identifies cast spells, affects counterspell and ups skill check against spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Athletics:&#039;&#039;&#039;&lt;br /&gt;
Characters gain 1% extra movement speed when dashing for each skill rank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Concentration:&#039;&#039;&#039;&lt;br /&gt;
Concentration check when casting a spell and hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deception:&lt;br /&gt;
Used for disguises (not yet implemented).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Influence:&#039;&#039;&#039;&lt;br /&gt;
Will increase gold rewards from scars. 1% per skill rank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Insight:&#039;&#039;&#039;&lt;br /&gt;
Gives users a bonus to examine creature weaknesses and damage types.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Investigation:&#039;&#039;&#039;&lt;br /&gt;
Used to find traps and hidden lootables.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knowledge:&#039;&#039;&#039;&lt;br /&gt;
Gives players more information about the world when examining things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Locksmithing:&#039;&#039;&#039;&lt;br /&gt;
Used for picking locks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medicine:&#039;&#039;&#039;&lt;br /&gt;
Healing kits heal an amount of hp equal to 10 + Medicine + 2% per Medicine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perception:&#039;&#039;&#039;&lt;br /&gt;
Used to counter Steath.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sleight of Hand:&#039;&#039;&#039;&lt;br /&gt;
Gain a chance to gain gold from killing monsters. 1% per skill rank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stealth:&#039;&#039;&#039;&lt;br /&gt;
Determines how well a character can hide from others.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tinkering:&#039;&#039;&#039;&lt;br /&gt;
Gives 1% bonus chance per skill level of a refund when crafting in the field.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trapping:&#039;&#039;&#039;&lt;br /&gt;
Used for disabling traps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Survival:&#039;&#039;&#039;&lt;br /&gt;
Can be used to find information about creatures in the area using the Track action.&lt;/div&gt;</summary>
		<author><name>Rhiswick</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Skills&amp;diff=104</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Skills&amp;diff=104"/>
		<updated>2020-12-10T19:22:50Z</updated>

		<summary type="html">&lt;p&gt;Rhiswick: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Acrobatics:&#039;&#039;&#039;&lt;br /&gt;
Prevents attacks of opportunity when moving around.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alchemy:&#039;&#039;&#039;&lt;br /&gt;
Gives 1% bonus chance per skill level of a refund when brewing potions and runestones.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Animal Handling:&#039;&#039;&#039;&lt;br /&gt;
Use to charm animals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appraisal:&#039;&#039;&#039;&lt;br /&gt;
Lowers merchant pricing. 1% per skill rank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arcana:&#039;&#039;&#039;&lt;br /&gt;
Identifies cast spells, affects counterspell and ups skill check against spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Athletics:&#039;&#039;&#039;&lt;br /&gt;
Characters gain 1% extra movement speed when dashing for each skill rank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Concentration:&#039;&#039;&#039;&lt;br /&gt;
Concentration check when casting a spell and hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deception:&lt;br /&gt;
Used for disguises (not yet implemented).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Influence:&#039;&#039;&#039;&lt;br /&gt;
Will increase gold rewards from scars. 1% per skill rank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Insight:&#039;&#039;&#039;&lt;br /&gt;
Gives users a bonus to examine creature weaknesses and damage types.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Investigation:&#039;&#039;&#039;&lt;br /&gt;
Used to find traps and hidden lootables.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knowledge:&#039;&#039;&#039;&lt;br /&gt;
Gives players more information about the world when examining things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Locksmithing:&#039;&#039;&#039;&lt;br /&gt;
Used for picking locks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medicine:&#039;&#039;&#039;&lt;br /&gt;
Healing kits heal an amount of hp equal to 10 + Medicine + 2% per Medicine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perception:&#039;&#039;&#039;&lt;br /&gt;
Used to counter Steath.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Performance:&#039;&#039;&#039;&lt;br /&gt;
Used by bards for their bardsong.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sleight of Hand:&#039;&#039;&#039;&lt;br /&gt;
Gain a chance to gain gold from killing monsters. 1% per skill rank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stealth:&#039;&#039;&#039;&lt;br /&gt;
Determines how well a character can hide from others.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tinkering:&#039;&#039;&#039;&lt;br /&gt;
Gives 1% bonus chance per skill level of a refund when crafting in the field.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trapping:&#039;&#039;&#039;&lt;br /&gt;
Used for disabling traps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Survival:&#039;&#039;&#039;&lt;br /&gt;
Can be used to find information about creatures in the area using the Track action.&lt;/div&gt;</summary>
		<author><name>Rhiswick</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Skills&amp;diff=103</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Skills&amp;diff=103"/>
		<updated>2020-12-10T03:59:57Z</updated>

		<summary type="html">&lt;p&gt;Rhiswick: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Acrobatics:&#039;&#039;&#039;&lt;br /&gt;
Prevents attacks of opportunity when moving around.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alchemy:&#039;&#039;&#039;&lt;br /&gt;
Gives 1% bonus chance per skill level of a refund when brewing potions and runestones.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Animal Handling:&#039;&#039;&#039;&lt;br /&gt;
Use to charm animals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appraisal:&#039;&#039;&#039;&lt;br /&gt;
Lowers merchant pricing. 1% per skill rank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arcana:&#039;&#039;&#039;&lt;br /&gt;
Identifies cast spells, affects counterspell and ups skill check against spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Athletics:&#039;&#039;&#039;&lt;br /&gt;
Characters gain 1% extra movement speed when dashing for each skill rank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Concentration:&#039;&#039;&#039;&lt;br /&gt;
Concentration check when casting a spell and hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deception:&lt;br /&gt;
Used for disguises (not yet implemented).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Influence:&#039;&#039;&#039;&lt;br /&gt;
Will increase gold rewards from scars. 1% per skill rank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Insight:&#039;&#039;&#039;&lt;br /&gt;
Gives users a bonus to examine creature weaknesses and damage types.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Investigation:&#039;&#039;&#039;&lt;br /&gt;
Used to find traps and hidden lootables.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knowledge:&#039;&#039;&#039;&lt;br /&gt;
Gives players more information about the world when examining things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Locksmithing:&#039;&#039;&#039;&lt;br /&gt;
Used for picking locks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medicine:&#039;&#039;&#039;&lt;br /&gt;
Healing kits heal 1d8 HP + medicine skill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perception:&#039;&#039;&#039;&lt;br /&gt;
Used to counter Steath.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Performance:&#039;&#039;&#039;&lt;br /&gt;
Used by bards for their bardsong.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sleight of Hand:&#039;&#039;&#039;&lt;br /&gt;
Gain a chance to gain gold from killing monsters. 1% per skill rank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stealth:&#039;&#039;&#039;&lt;br /&gt;
Determines how well a character can hide from others.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tinkering:&#039;&#039;&#039;&lt;br /&gt;
Gives 1% bonus chance per skill level of a refund when crafting in the field.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trapping:&#039;&#039;&#039;&lt;br /&gt;
Used for disabling traps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Survival:&#039;&#039;&#039;&lt;br /&gt;
Can be used to find information about creatures in the area using the Track action.&lt;/div&gt;</summary>
		<author><name>Rhiswick</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Skills&amp;diff=102</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Skills&amp;diff=102"/>
		<updated>2020-12-10T03:51:04Z</updated>

		<summary type="html">&lt;p&gt;Rhiswick: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Acrobatics:&#039;&#039;&#039;&lt;br /&gt;
Prevents attacks of opportunity when moving around.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alchemy:&#039;&#039;&#039;&lt;br /&gt;
Gives 1% bonus chance per skill level of a refund when brewing potions and runestones.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Animal Handling:&#039;&#039;&#039;&lt;br /&gt;
Use to charm animals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appraisal:&#039;&#039;&#039;&lt;br /&gt;
Lowers merchant pricing. 1% per skill rank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arcana:&#039;&#039;&#039;&lt;br /&gt;
Identifies cast spells, affects counterspell and ups skill check against spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Athletics:&#039;&#039;&#039;&lt;br /&gt;
Characters gain 1% extra movement speed when dashing for each skill rank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Concentration:&#039;&#039;&#039;&lt;br /&gt;
Concentration check when casting a spell and hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deception:&lt;br /&gt;
Used for disguises (not yet implemented).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Influence:&#039;&#039;&#039;&lt;br /&gt;
Will increase Scar rewards 1% per skill rank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Insight:&#039;&#039;&#039;&lt;br /&gt;
Gives users a bonus to examine creature weaknesses and damage types.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Investigation:&#039;&#039;&#039;&lt;br /&gt;
Used to find traps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knowledge:&#039;&#039;&#039;&lt;br /&gt;
Gives players more information about the world when examining things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Locksmithing:&#039;&#039;&#039;&lt;br /&gt;
Used for picking locks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medicine:&#039;&#039;&#039;&lt;br /&gt;
Healing kits heal 1d8 HP + medicine skill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perception:&lt;br /&gt;
&#039;&#039;&#039;Used to counter Steath.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Performance:&#039;&#039;&#039;&lt;br /&gt;
Used by bards for their bardsong.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sleight of Hand:&#039;&#039;&#039;&lt;br /&gt;
Gain extra gold from killing monsters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stealth:&#039;&#039;&#039;&lt;br /&gt;
Determines how well a character can hide from others.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tinkering:&#039;&#039;&#039;&lt;br /&gt;
Gives 1% bonus chance per skill level of a refund when crafting in the field.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trapping:&#039;&#039;&#039;&lt;br /&gt;
Used for disabling traps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Survival:&#039;&#039;&#039;&lt;br /&gt;
Can be used to find information about creatures in the area.&lt;/div&gt;</summary>
		<author><name>Rhiswick</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Skills&amp;diff=101</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Skills&amp;diff=101"/>
		<updated>2020-12-10T03:50:22Z</updated>

		<summary type="html">&lt;p&gt;Rhiswick: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Acrobatics:&#039;&#039;&#039;&lt;br /&gt;
Prevents attacks of opportunity when moving around.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alchemy:&#039;&#039;&#039;&lt;br /&gt;
Gives 1% bonus chance per skill level of a refund when brewing potions and runestones.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Animal Handling:&#039;&#039;&#039;&lt;br /&gt;
Use to charm animals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appraisal:&#039;&#039;&#039;&lt;br /&gt;
Lowers merchant pricing. 1% per skill rank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arcana:&#039;&#039;&#039;&lt;br /&gt;
Identifies cast spells, affects counterspell and ups skill check against spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Athletics:&#039;&#039;&#039;&lt;br /&gt;
Characters gain 1% extra movement speed when dashing for each skill rank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Concentration:&#039;&#039;&#039;&lt;br /&gt;
Concentration check when casting a spell and hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deception:&lt;br /&gt;
&#039;&#039;&#039;Used for disguises (not yet implemented).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Influence:&#039;&#039;&#039;&lt;br /&gt;
Will increase Scar rewards 1% per skill rank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Insight:&#039;&#039;&#039;&lt;br /&gt;
Gives users a bonus to examine creature weaknesses and damage types.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Investigation:&#039;&#039;&#039;&lt;br /&gt;
Used to find traps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knowledge:&#039;&#039;&#039;&lt;br /&gt;
Gives players more information about the world when examining things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Locksmithing:&#039;&#039;&#039;&lt;br /&gt;
Used for picking locks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medicine:&#039;&#039;&#039;&lt;br /&gt;
Healing kits heal 1d8 HP + medicine skill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perception:&lt;br /&gt;
&#039;&#039;&#039;Used to counter Steath.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Performance:&#039;&#039;&#039;&lt;br /&gt;
Used by bards for their bardsong.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sleight of Hand:&#039;&#039;&#039;&lt;br /&gt;
Gain extra gold from killing monsters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stealth:&#039;&#039;&#039;&lt;br /&gt;
Determines how well a character can hide from others.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tinkering:&#039;&#039;&#039;&lt;br /&gt;
Gives 1% bonus chance per skill level of a refund when crafting in the field.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trapping:&#039;&#039;&#039;&lt;br /&gt;
Used for disabling traps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Survival:&#039;&#039;&#039;&lt;br /&gt;
Can be used to find information about creatures in the area.&lt;/div&gt;</summary>
		<author><name>Rhiswick</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Skills&amp;diff=100</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Skills&amp;diff=100"/>
		<updated>2020-12-10T03:49:02Z</updated>

		<summary type="html">&lt;p&gt;Rhiswick: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Acrobatics:&#039;&#039;&#039;&lt;br /&gt;
Prevents attacks of opportunity when moving around.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alchemy:&#039;&#039;&#039;&lt;br /&gt;
Gives 1% bonus chance per skill level of a refund when brewing potions and runestones.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Animal Handling:&#039;&#039;&#039;&lt;br /&gt;
Use to charm animals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appraisal:&#039;&#039;&#039;&lt;br /&gt;
Lowers merchant pricing 1% per skill rank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arcana:&#039;&#039;&#039;&lt;br /&gt;
Identifies cast spells, affects counterspell and ups skill check against spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Athletics:&#039;&#039;&#039;&lt;br /&gt;
Characters gain 1% extra movement speed for each skill rank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Concentration:&#039;&#039;&#039;&lt;br /&gt;
Concentration check when casting a spell and hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deception:&lt;br /&gt;
&#039;&#039;&#039;Used for disguises (not yet implemented).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Influence:&#039;&#039;&#039;&lt;br /&gt;
Will increase Scar rewards 1% per skill rank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Insight:&#039;&#039;&#039;&lt;br /&gt;
Gives users a bonus to examine creature weaknesses and damage types.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Investigation:&#039;&#039;&#039;&lt;br /&gt;
Used to find traps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knowledge:&#039;&#039;&#039;&lt;br /&gt;
Gives players more information about the world when examining things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Locksmithing:&#039;&#039;&#039;&lt;br /&gt;
Used for picking locks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medicine:&#039;&#039;&#039;&lt;br /&gt;
Healing kits heal 1d8 HP + medicine skill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perception:&lt;br /&gt;
&#039;&#039;&#039;Used to counter Steath.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Performance:&#039;&#039;&#039;&lt;br /&gt;
Used by bards for their bardsong.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sleight of Hand:&#039;&#039;&#039;&lt;br /&gt;
Gain extra gold from killing monsters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stealth:&#039;&#039;&#039;&lt;br /&gt;
Determines how well a character can hide from others.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tinkering:&#039;&#039;&#039;&lt;br /&gt;
Gives 1% bonus chance per skill level of a refund when crafting in the field.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trapping:&#039;&#039;&#039;&lt;br /&gt;
Used for disabling traps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Survival:&#039;&#039;&#039;&lt;br /&gt;
Can be used to find information about creatures in the area.&lt;/div&gt;</summary>
		<author><name>Rhiswick</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Timeline&amp;diff=70</id>
		<title>Timeline</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Timeline&amp;diff=70"/>
		<updated>2020-11-16T02:55:13Z</updated>

		<summary type="html">&lt;p&gt;Rhiswick: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Year!!Events&lt;br /&gt;
|-&lt;br /&gt;
|?&amp;amp;nbsp;BR&lt;br /&gt;
| At the beginning of time itself, Aer becomes all things that are and are not, committing the divine hypocrisy. Such is believed by adherents of Aer, at least.&lt;br /&gt;
|-&lt;br /&gt;
|?&amp;amp;nbsp;BR&lt;br /&gt;
| A number of unknown civilizations rise and fall in the distant past, though little is known about them beyond the scattered clues found throughout nearby scars. The chronology of this time is difficult to determine, but a number of sources point towards a single empire; often simply called the Ancients. While largely speculated to exist early in history compared to many similar nations who left Scarred evidence of themselves, how they fit into the broader narrative of the world remains unknown.&lt;br /&gt;
&lt;br /&gt;
Few groups seem to have lasted for a length of time around Risenholm, though there is plenty of evidence to suggest it was the site of many expeditions, research and curiousity.&lt;br /&gt;
|-&lt;br /&gt;
|1&amp;amp;nbsp;BR&lt;br /&gt;
|The first people emerge from the Well. The area around the Well is heavily forested, with greenery tangling through ruined structures. Agnes Vollan becomes a leader in the early community. Work begins on clearing out the surrounding forest and ruined stonework. &lt;br /&gt;
|-&lt;br /&gt;
|0&amp;amp;nbsp;AR&lt;br /&gt;
|Risenholm is officially founded after the construction of the First House, the structure now used as the home of the Elder. Further clearing of the area, and ongoing building efforts, takes many years. It remains a work in progress. &lt;br /&gt;
|-&lt;br /&gt;
|1&amp;amp;nbsp;AR&lt;br /&gt;
|Thommald Vollan enters a Scar for the first time. He brings back knowledge of how local monsters are made from Scars, and discovers the first Forging Seeds. Bazik Bronzebrow heads up a small independent group to harvest resources from Scars. They coin the term &#039;&#039;Scar Hunters&#039;&#039;. Foresting and construction work accelerates as metal tools are forged from scavenged Scar-stuff.&lt;br /&gt;
|-&lt;br /&gt;
|3&amp;amp;nbsp;AR&lt;br /&gt;
|The Well continues to throw out groups of people every few months. The village grows to meet their needs, and older members of the community began to take up positions of power to oversee the town’s development. The position of Elder is given to Agnes Vollan. She forms a council of Advisors who represent the larger power blocs in Risenholm.  &lt;br /&gt;
|-&lt;br /&gt;
|5&amp;amp;nbsp;AR&lt;br /&gt;
|In order to deal with internal policing and overseeing external protection, Thommald Vollan becomes the first Reeve, and recruits many of the woodcutters as volunteers. The first small fishing vessels are constructed.&lt;br /&gt;
|-&lt;br /&gt;
|6&amp;amp;nbsp;AR&lt;br /&gt;
|Thommald and Agnes marry, taking the surname Vollan. The birth of their only son, Thommald Junior, follows shortly after.&lt;br /&gt;
|-&lt;br /&gt;
|14&amp;amp;nbsp;AR&lt;br /&gt;
|The process of clearing out trees in order to turn a patch of land into usable farmland is an intense process that takes up many years of work. As this process reaches its final stages, the Fordren Mill is built to process the grain from the farmlands. It’s hailed as a major technological achievement, and becomes the base of operations for Isabella’s band of craftsmen.&lt;br /&gt;
|-&lt;br /&gt;
|16&amp;amp;nbsp;AR&lt;br /&gt;
|Attempts at expanding a logging community south of town result in the disturbing of new Scars. After several failed attempts, the project is called to a halt.&lt;br /&gt;
|-&lt;br /&gt;
|17&amp;amp;nbsp;AR&lt;br /&gt;
|Attempts by the fishing community beneath town to expand into the cave networks beneath the town’s cliffs are halted by repeated monster attacks. Markus Grillson forms the fishermen into a formal group for protection, and swears to try again at a later date.&lt;br /&gt;
|-&lt;br /&gt;
|31&amp;amp;nbsp;AR&lt;br /&gt;
|Thommald Vollan&#039;s behaviour becomes increasingly paranoid and erratic. His leadership of the Reeves is questioned, particularly by Markus Grillson.&lt;br /&gt;
|-&lt;br /&gt;
|32&amp;amp;nbsp;AR&lt;br /&gt;
|Thommald proposes a dramatic change to the Well that he believes will increase the number of people emerging from it. The Advisors vote against his proposal. A day later a small group of Reeves, headed by Thommald, try to break into the Well. They are discovered, and the Millers and some Reeves try to stop him by force. Some time before or during the fighting, an explosion tears through the building, damaging the Well. Thommald and many of the Reeves loyal to him escape in the ensuing chaos, and are labelled exiles.&lt;br /&gt;
&lt;br /&gt;
One week later, the farmlands are overwhelmed by the emergence of a new scar. With it comes a terrible sickness held in the crop, ruining most of the year’s harvest. Amidst this turmoil, Markus Grillsson expands the influence of his fishing community beneath town, inviting in treasure seekers and spelunkers. This expansion brings his newly named Dredgers into a position where they can compete with the older power blocs in town. His continued cries for a change in the town’s leadership grows ever louder.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Rhiswick</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Timeline&amp;diff=69</id>
		<title>Timeline</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Timeline&amp;diff=69"/>
		<updated>2020-11-16T02:51:41Z</updated>

		<summary type="html">&lt;p&gt;Rhiswick: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Year!!Events&lt;br /&gt;
|-&lt;br /&gt;
|?&amp;amp;nbsp;BR&lt;br /&gt;
| At the beginning of time itself, Aer becomes all things are and are not, commiting the divine hypocrisy. Such is believed by adherants of Aer, at least.&lt;br /&gt;
|-&lt;br /&gt;
|?&amp;amp;nbsp;BR&lt;br /&gt;
| A number of unknown civilizations rise and fall in the distant past, though little is known about them beyond the scattered clues found throughout nearby scars. The chronology of this time is difficult to determine, but a number of sources point towards a single empire; often simply called the Ancients. While largely speculated to exist early in history compared to many similar nations who left Scarred evidence of themselves, how they fit into the broader narrative of the world remains unknown.&lt;br /&gt;
&lt;br /&gt;
Few groups seem to have lasted for a length of time around Risenholm, though there is plenty of evidence to suggest it was the site of many expeditions, research and curiousity.&lt;br /&gt;
|-&lt;br /&gt;
|1&amp;amp;nbsp;BR&lt;br /&gt;
|The first people emerge from the Well. The area around the Well is heavily forested, with greenery tangling through ruined structures. Agnes Vollan becomes a leader in the early community. Work begins on clearing out the surrounding forest and ruined stonework. &lt;br /&gt;
|-&lt;br /&gt;
|0&amp;amp;nbsp;AR&lt;br /&gt;
|Risenholm is officially founded after the construction of the First House, the structure now used as the home of the Elder. Further clearing of the area, and ongoing building efforts takes many years, and is still an ongoing process. &lt;br /&gt;
|-&lt;br /&gt;
|1&amp;amp;nbsp;AR&lt;br /&gt;
|Thommald Vollan enters a Scar for the first time. He brings back knowledge of how local monsters are made from Scars, and discovers the first Forging Seeds. Bazik Bronzebrow heads up a small independent group to harvest resources from Scars. They coin the term &#039;&#039;Scar Hunters&#039;&#039;. Foresting and construction work accelerates as metal tools are forged from scavenged Scar-stuff.&lt;br /&gt;
|-&lt;br /&gt;
|3&amp;amp;nbsp;AR&lt;br /&gt;
|The Well continues to throw out groups of people every few months. The village grows to meet their needs, and older members of the community began to take up positions of power to oversee the town’s development. The position of Elder is given to Agnes Vollan. She forms a council of Advisors who represent the larger power blocs in Risenholm.  &lt;br /&gt;
|-&lt;br /&gt;
|5&amp;amp;nbsp;AR&lt;br /&gt;
|In order to deal with internal policing and overseeing external protection, Thommald Vollan becomes the first Reeve, and recruits many of the woodcutters as volunteers. The first small fishing vessels are constructed.&lt;br /&gt;
|-&lt;br /&gt;
|6&amp;amp;nbsp;AR&lt;br /&gt;
|Thommald and Agnes marry, taking the surname Vollan. The birth of their only son, Thommald Junior, follows shortly after.&lt;br /&gt;
|-&lt;br /&gt;
|14&amp;amp;nbsp;AR&lt;br /&gt;
|The process of clearing out trees in order to turn a patch of land into usable farmland is an intense process that takes up many years of work. As this process reaches its final stages, the Fordren Mill is built to process the grain from the farmlands. It’s hailed as a major technological achievement, and becomes the base of operations for Isabella’s band of craftsmen.&lt;br /&gt;
|-&lt;br /&gt;
|16&amp;amp;nbsp;AR&lt;br /&gt;
|Attempts at expanding a logging community south of town result in the disturbing of new Scars. After several failed attempts, the project is called to a halt.&lt;br /&gt;
|-&lt;br /&gt;
|17&amp;amp;nbsp;AR&lt;br /&gt;
|Attempts by the fishing community beneath town to expand into the cave networks beneath the town’s cliffs are halted by repeated monster attacks. Markus Grillson forms the fishermen into a formal group for protection, and swears to try again at a later date.&lt;br /&gt;
|-&lt;br /&gt;
|31&amp;amp;nbsp;AR&lt;br /&gt;
|Thommald Vollan&#039;s behaviour becomes increasingly paranoid and erratic. His leadership of the Reeves is questioned, particularly by Markus Grillson.&lt;br /&gt;
|-&lt;br /&gt;
|32&amp;amp;nbsp;AR&lt;br /&gt;
|Thommald proposes a dramatic change to the Well that he believes will increase the number of people emerging from it. The Advisors vote against his proposal. A day later a small group of Reeves, headed by Thommald, try to break into the Well. They are discovered, and the Millers and some Reeves try to stop him by force. Some time before or during the fighting, an explosion tears through the building, damaging the Well. Thommald and many of the Reeves loyal to him escape in the ensuing chaos, and are labelled exiles.&lt;br /&gt;
&lt;br /&gt;
One week later, the farmlands are overwhelmed by the emergence of a new scar. With it comes a terrible sickness held in the crop, ruining most of the year’s harvest. Amidst this turmoil, Markus Grillsson expands the influence of his fishing community beneath town, inviting in treasure seekers and spelunkers. This expansion brings his newly named Dredgers into a position where they can compete with the older power blocs in town. His continued cries for a change in the town’s leadership grows ever louder.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Rhiswick</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Timeline&amp;diff=68</id>
		<title>Timeline</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Timeline&amp;diff=68"/>
		<updated>2020-11-16T02:48:04Z</updated>

		<summary type="html">&lt;p&gt;Rhiswick: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Year!!Events&lt;br /&gt;
|-&lt;br /&gt;
|?&amp;amp;nbsp;BR&lt;br /&gt;
| A number of unknown civilizations rise and fall in the distant past, though little is known about them beyond the scattered clues found throughout nearby scars. The chronology of this time is difficult to determine, but a number of sources point towards a single empire; often simply called the Ancients. While largely speculated to exist early in history compared to many similar nations who left Scarred evidence of themselves, how they fit into the broader narrative of the world remains unknown.&lt;br /&gt;
&lt;br /&gt;
Few groups seem to have lasted for a length of time around Risenholm, though there is plenty of evidence to suggest it was the site of many expeditions, research and curiousity.&lt;br /&gt;
|-&lt;br /&gt;
|1&amp;amp;nbsp;BR&lt;br /&gt;
|The first people emerge from the Well. The area around the Well is heavily forested, with greenery tangling through ruined structures. Agnes Vollan becomes a leader in the early community. Work begins on clearing out the surrounding forest and ruined stonework. &lt;br /&gt;
|-&lt;br /&gt;
|0&amp;amp;nbsp;AR&lt;br /&gt;
|Risenholm is officially founded after the construction of the First House, the structure now used as the home of the Elder. Further clearing of the area, and ongoing building efforts takes many years, and is still an ongoing process. &lt;br /&gt;
|-&lt;br /&gt;
|1&amp;amp;nbsp;AR&lt;br /&gt;
|Thommald Vollan enters a Scar for the first time. He brings back knowledge of how local monsters are made from Scars, and discovers the first Forging Seeds. Bazik Bronzebrow heads up a small independent group to harvest resources from Scars. They coin the term &#039;&#039;Scar Hunters&#039;&#039;. Foresting and construction work accelerates as metal tools are forged from scavenged Scar-stuff.&lt;br /&gt;
|-&lt;br /&gt;
|3&amp;amp;nbsp;AR&lt;br /&gt;
|The Well continues to throw out groups of people every few months. The village grows to meet their needs, and older members of the community began to take up positions of power to oversee the town’s development. The position of Elder is given to Agnes Vollan. She forms a council of Advisors who represent the larger power blocs in Risenholm.  &lt;br /&gt;
|-&lt;br /&gt;
|5&amp;amp;nbsp;AR&lt;br /&gt;
|In order to deal with internal policing and overseeing external protection, Thommald Vollan becomes the first Reeve, and recruits many of the woodcutters as volunteers. The first small fishing vessels are constructed.&lt;br /&gt;
|-&lt;br /&gt;
|6&amp;amp;nbsp;AR&lt;br /&gt;
|Thommald and Agnes marry, taking the surname Vollan. The birth of their only son, Thommald Junior, follows shortly after.&lt;br /&gt;
|-&lt;br /&gt;
|14&amp;amp;nbsp;AR&lt;br /&gt;
|The process of clearing out trees in order to turn a patch of land into usable farmland is an intense process that takes up many years of work. As this process reaches its final stages, the Fordren Mill is built to process the grain from the farmlands. It’s hailed as a major technological achievement, and becomes the base of operations for Isabella’s band of craftsmen.&lt;br /&gt;
|-&lt;br /&gt;
|16&amp;amp;nbsp;AR&lt;br /&gt;
|Attempts at expanding a logging community south of town result in the disturbing of new Scars. After several failed attempts, the project is called to a halt.&lt;br /&gt;
|-&lt;br /&gt;
|17&amp;amp;nbsp;AR&lt;br /&gt;
|Attempts by the fishing community beneath town to expand into the cave networks beneath the town’s cliffs are halted by repeated monster attacks. Markus Grillson forms the fishermen into a formal group for protection, and swears to try again at a later date.&lt;br /&gt;
|-&lt;br /&gt;
|31&amp;amp;nbsp;AR&lt;br /&gt;
|Thommald Vollan&#039;s behaviour becomes increasingly paranoid and erratic. His leadership of the Reeves is questioned, particularly by Markus Grillson.&lt;br /&gt;
|-&lt;br /&gt;
|32&amp;amp;nbsp;AR&lt;br /&gt;
|Thommald proposes a dramatic change to the Well that he believes will increase the number of people emerging from it. The Advisors vote against his proposal. A day later a small group of Reeves, headed by Thommald, try to break into the Well. They are discovered, and the Millers and some Reeves try to stop him by force. Some time before or during the fighting, an explosion tears through the building, damaging the Well. Thommald and many of the Reeves loyal to him escape in the ensuing chaos, and are labelled exiles.&lt;br /&gt;
&lt;br /&gt;
One week later, the farmlands are overwhelmed by the emergence of a new scar. With it comes a terrible sickness held in the crop, ruining most of the year’s harvest. Amidst this turmoil, Markus Grillsson expands the influence of his fishing community beneath town, inviting in treasure seekers and spelunkers. This expansion brings his newly named Dredgers into a position where they can compete with the older power blocs in town. His continued cries for a change in the town’s leadership grows ever louder.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Rhiswick</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Timeline&amp;diff=55</id>
		<title>Timeline</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Timeline&amp;diff=55"/>
		<updated>2020-11-16T02:33:33Z</updated>

		<summary type="html">&lt;p&gt;Rhiswick: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Year!!Events&lt;br /&gt;
|-&lt;br /&gt;
|?&amp;amp;nbsp;BR&lt;br /&gt;
|A civilization capable of magic and engineering far in advance of the present appears to have existed at some point in the distant past. Colloquially referred to as the Ancients, or the Ancient Empire, little is known about them, other than that they disappeared abruptly long ago.&lt;br /&gt;
|-&lt;br /&gt;
|?&amp;amp;nbsp;BR&lt;br /&gt;
|At least one later civilization is known from its echos embedded in Scars near Risenholm, known to Risenholm as the Fiedenzas, though they did not call themselves that. This society was less advanced than the Ancients, and appears to have been deeply invested in recovering Ancient knowledge. As with the Ancients, the Fiedenzas also abruptly vanish many years prior to the founding of Risenholm.&lt;br /&gt;
|-&lt;br /&gt;
|1&amp;amp;nbsp;BR&lt;br /&gt;
|The first people emerge from the Well. The area around the Well is heavily forested, with greenery tangling through ruined structures. Agnes Vollan becomes a leader in the early community. Work begins on clearing out the surrounding forest and ruined stonework. &lt;br /&gt;
|-&lt;br /&gt;
|0&amp;amp;nbsp;AR&lt;br /&gt;
|Risenholm is officially founded after the construction of the First House, the structure now used as the home of the Elder. Further clearing of the area, and ongoing building efforts takes many years, and is still an ongoing process. &lt;br /&gt;
|-&lt;br /&gt;
|1&amp;amp;nbsp;AR&lt;br /&gt;
|Thommald Vollan enters a Scar for the first time. He brings back knowledge of how local monsters are made from Scars, and discovers the first Forging Seeds. Bazik Bronzebrow heads up a small independent group to harvest resources from Scars. They coin the term &#039;&#039;Scar Hunters&#039;&#039;. Foresting and construction work accelerates as metal tools are forged from scavenged Scar-stuff.&lt;br /&gt;
|-&lt;br /&gt;
|3&amp;amp;nbsp;AR&lt;br /&gt;
|The Well continues to throw out groups of people every few months. The village grows to meet their needs, and older members of the community began to take up positions of power to oversee the town’s development. The position of Elder is given to Agnes Vollan. She forms a council of Advisors who represent the larger power blocs in Risenholm.  &lt;br /&gt;
|-&lt;br /&gt;
|5&amp;amp;nbsp;AR&lt;br /&gt;
|In order to deal with internal policing and overseeing external protection, Thommald Vollan becomes the first Reeve, and recruits many of the woodcutters as volunteers. The first small fishing vessels are constructed.&lt;br /&gt;
|-&lt;br /&gt;
|6&amp;amp;nbsp;AR&lt;br /&gt;
|Thommald and Agnes marry, taking the surname Vollan. The birth of their only son, Thommald Junior, follows shortly after.&lt;br /&gt;
|-&lt;br /&gt;
|14&amp;amp;nbsp;AR&lt;br /&gt;
|The process of clearing out trees in order to turn a patch of land into usable farmland is an intense process that takes up many years of work. As this process reaches its final stages, the Fordren Mill is built to process the grain from the farmlands. It’s hailed as a major technological achievement, and becomes the base of operations for Isabella’s band of craftsmen.&lt;br /&gt;
|-&lt;br /&gt;
|16&amp;amp;nbsp;AR&lt;br /&gt;
|Attempts at expanding a logging community south of town result in the disturbing of new Scars. After several failed attempts, the project is called to a halt.&lt;br /&gt;
|-&lt;br /&gt;
|17&amp;amp;nbsp;AR&lt;br /&gt;
|Attempts by the fishing community beneath town to expand into the cave networks beneath the town’s cliffs are halted by repeated monster attacks. Markus Grillson forms the fishermen into a formal group for protection, and swears to try again at a later date.&lt;br /&gt;
|-&lt;br /&gt;
|31&amp;amp;nbsp;AR&lt;br /&gt;
|Thommald Vollan&#039;s behaviour becomes increasingly paranoid and erratic. His leadership of the Reeves is questioned, particularly by Markus Grillson.&lt;br /&gt;
|-&lt;br /&gt;
|32&amp;amp;nbsp;AR&lt;br /&gt;
|Thommald proposes a dramatic change to the Well that he believes will increase the number of people emerging from it. The Advisors vote against his proposal. A day later a small group of Reeves, headed by Thommald, try to break into the Well. They are discovered, and the Millers and some Reeves try to stop him by force. Some time before or during the fighting, an explosion tears through the building, damaging the Well. Thommald and many of the Reeves loyal to him escape in the ensuing chaos, and are labelled exiles.&lt;br /&gt;
&lt;br /&gt;
One week later, the farmlands are overwhelmed by the emergence of a new scar. With it comes a terrible sickness held in the crop, ruining most of the year’s harvest. Amidst this turmoil, Markus Grillsson expands the influence of his fishing community beneath town, inviting in treasure seekers and spelunkers. This expansion brings his newly named Dredgers into a position where they can compete with the older power blocs in town. His continued cries for a change in the town’s leadership grows ever louder.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Rhiswick</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Timeline&amp;diff=30</id>
		<title>Timeline</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Timeline&amp;diff=30"/>
		<updated>2020-11-15T17:53:42Z</updated>

		<summary type="html">&lt;p&gt;Rhiswick: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Timeline==&lt;br /&gt;
&lt;br /&gt;
* The first people emerge from the Well 20-30 years ago. Keeping an accurate track of time is difficult. The area around the Well is heavily forested, with greenery tangling through ruined structures.&lt;br /&gt;
&lt;br /&gt;
* Agnes Vollan becomes a leader in the early community. Isabella Fordren proposes plans for reusing the raw materials of the ruins and trees into basic houses.&lt;br /&gt;
&lt;br /&gt;
* Risenholm is officially founded after the construction of the First House, the structure now used as the home of the Elder. Further clearing of the area, and ongoing building efforts takes many years, and is still an ongoing process.&lt;br /&gt;
&lt;br /&gt;
* Thommald Vollan enters a Scar for the first time. He brings back knowledge of how local monsters are made from Scars.&lt;br /&gt;
&lt;br /&gt;
* The Well continues to throw out groups of people every few months. The village grows to meet their needs, and older members of the community began to take up positions of power to oversee the town’s development. The position of Elder is given to Agnes Vollan. She forms a council of Advisors who represent the larger power blocs in Risenholm.&lt;br /&gt;
&lt;br /&gt;
* In order to deal with internal policing and overseeing external protection, Thommald Vollan becomes the first Reeve.&lt;br /&gt;
&lt;br /&gt;
* Bazik Bronzebrow heads up a small independent group to harvest resources from scars. They coin the term ‘scar hunters’.&lt;br /&gt;
&lt;br /&gt;
* The process of clearing out trees in order to turn a patch of land into usable farmland is an intense process that takes up many years of work. As this process reaches its final stages, the Fordren Mill is built to process the grain from the farmlands. It’s hailed as a major technological achievement, and becomes the base of operations for Isabella’s band of craftsmen.&lt;br /&gt;
&lt;br /&gt;
* Thommald and Agnes marry, taking the surname Vollan. The birth of their only son, Thommald junior, follows shortly after.&lt;br /&gt;
&lt;br /&gt;
* Attempts at expanding a logging community south of town result in the disturbing of new scars. The project is called to a halt.&lt;br /&gt;
&lt;br /&gt;
* Attempts by the fishing community beneath town to expand into the cave networks beneath the town’s cliffs are halted by repeated monster attacks. Markus Grillson forms the fishermen into a formal group for protection, and swears to try again at a later date.&lt;br /&gt;
&lt;br /&gt;
* The past year is marked by Thommald’s erratic leadership of the Reeves, as he falls into paranoia.&lt;br /&gt;
&lt;br /&gt;
* Two months prior to server start. Thommald proposes a dramatic change to the Well that he believes will increase the number of people emerging from it. The Advisors vote against his proposal.&lt;br /&gt;
&lt;br /&gt;
* A day later a small group of Reeves, headed by Thommald, try to break into the well. The Millers and some Reeves try to stop him by force. Some time before or during the fighting, an explosion tears through the building, damaging the Well. Thommald and many of the Reeves loyal to him escape in the ensuing chaos, and are labelled exiles.&lt;br /&gt;
&lt;br /&gt;
* Three weeks prior to server start. The farmlands are overwhelmed by the emergence of a new scar. With it comes a terrible sickness held in the crop, ruining most of the year’s harvest.&lt;br /&gt;
&lt;br /&gt;
* Amidst this turmoil, Markus Grillsson expands the influence of his fishing community beneath town, inviting in treasure seekers and spelunkers. This expansion brings his newly named Dredgers into a position where they can compete with the older power blocs in town. His continued cries for a change in the town’s leadership grows ever louder.&lt;/div&gt;</summary>
		<author><name>Rhiswick</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Timeline&amp;diff=29</id>
		<title>Timeline</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Timeline&amp;diff=29"/>
		<updated>2020-11-15T17:53:26Z</updated>

		<summary type="html">&lt;p&gt;Rhiswick: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Timeline==&lt;br /&gt;
&lt;br /&gt;
* The first people emerge from the Well 20-30 years ago. Keeping an accurate track of time is difficult. The area around the Well is heavily forested, with greenery tangling through ruined structures.&lt;br /&gt;
&lt;br /&gt;
* Agnes Vollan becomes a leader in the early community. Isabella Fordren proposes plans for reusing the raw materials of the ruins and trees into basic houses.&lt;br /&gt;
&lt;br /&gt;
* Risenholm is officially founded after the construction of the First House, the structure now used as the home of the Elder. Further clearing of the area, and ongoing building efforts takes many years, and is still an ongoing process.&lt;br /&gt;
&lt;br /&gt;
* Thommald Vollan enters a Scar for the first time. He brings back knowledge of how local monsters are made from Scars.&lt;br /&gt;
&lt;br /&gt;
* The Well continues to throw out groups of people every few months. The village grows to meet their needs, and older members of the community began to take up positions of power to oversee the town’s development. The position of Elder is given to Agnes Vollan. She forms a council of Advisors who represent the larger power blocs in Risenholm.&lt;br /&gt;
&lt;br /&gt;
* In order to deal with internal policing and overseeing external protection, Thommald Vollan becomes the first Reeve.&lt;br /&gt;
Bazik Bronzebrow heads up a small independent group to harvest resources from scars. They coin the term ‘scar hunters’.&lt;br /&gt;
&lt;br /&gt;
* The process of clearing out trees in order to turn a patch of land into usable farmland is an intense process that takes up many years of work. As this process reaches its final stages, the Fordren Mill is built to process the grain from the farmlands. It’s hailed as a major technological achievement, and becomes the base of operations for Isabella’s band of craftsmen.&lt;br /&gt;
&lt;br /&gt;
* Thommald and Agnes marry, taking the surname Vollan. The birth of their only son, Thommald junior, follows shortly after.&lt;br /&gt;
&lt;br /&gt;
* Attempts at expanding a logging community south of town result in the disturbing of new scars. The project is called to a halt.&lt;br /&gt;
&lt;br /&gt;
* Attempts by the fishing community beneath town to expand into the cave networks beneath the town’s cliffs are halted by repeated monster attacks. Markus Grillson forms the fishermen into a formal group for protection, and swears to try again at a later date.&lt;br /&gt;
&lt;br /&gt;
* The past year is marked by Thommald’s erratic leadership of the Reeves, as he falls into paranoia.&lt;br /&gt;
&lt;br /&gt;
* Two months prior to server start. Thommald proposes a dramatic change to the Well that he believes will increase the number of people emerging from it. The Advisors vote against his proposal.&lt;br /&gt;
&lt;br /&gt;
* A day later a small group of Reeves, headed by Thommald, try to break into the well. The Millers and some Reeves try to stop him by force. Some time before or during the fighting, an explosion tears through the building, damaging the Well. Thommald and many of the Reeves loyal to him escape in the ensuing chaos, and are labelled exiles.&lt;br /&gt;
&lt;br /&gt;
* Three weeks prior to server start. The farmlands are overwhelmed by the emergence of a new scar. With it comes a terrible sickness held in the crop, ruining most of the year’s harvest.&lt;br /&gt;
&lt;br /&gt;
* Amidst this turmoil, Markus Grillsson expands the influence of his fishing community beneath town, inviting in treasure seekers and spelunkers. This expansion brings his newly named Dredgers into a position where they can compete with the older power blocs in town. His continued cries for a change in the town’s leadership grows ever louder.&lt;/div&gt;</summary>
		<author><name>Rhiswick</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Timeline&amp;diff=28</id>
		<title>Timeline</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Timeline&amp;diff=28"/>
		<updated>2020-11-15T17:52:56Z</updated>

		<summary type="html">&lt;p&gt;Rhiswick: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Timeline==&lt;br /&gt;
&lt;br /&gt;
* The first people emerge from the Well 20-30 years ago. Keeping an accurate track of time is difficult. The area around the Well is heavily forested, with greenery tangling through ruined structures.&lt;br /&gt;
Agnes Vollan becomes a leader in the early community. Isabella Fordren proposes plans for reusing the raw materials of the ruins and trees into basic houses.&lt;br /&gt;
&lt;br /&gt;
* Risenholm is officially founded after the construction of the First House, the structure now used as the home of the Elder. Further clearing of the area, and ongoing building efforts takes many years, and is still an ongoing process.&lt;br /&gt;
Thommald Vollan enters a Scar for the first time. He brings back knowledge of how local monsters are made from Scars.&lt;br /&gt;
The Well continues to throw out groups of people every few months. The village grows to meet their needs, and older members of the community began to take up positions of power to oversee the town’s development. The position of Elder is given to Agnes Vollan. She forms a council of Advisors who represent the larger power blocs in Risenholm.&lt;br /&gt;
&lt;br /&gt;
* In order to deal with internal policing and overseeing external protection, Thommald Vollan becomes the first Reeve.&lt;br /&gt;
Bazik Bronzebrow heads up a small independent group to harvest resources from scars. They coin the term ‘scar hunters’.&lt;br /&gt;
&lt;br /&gt;
* The process of clearing out trees in order to turn a patch of land into usable farmland is an intense process that takes up many years of work. As this process reaches its final stages, the Fordren Mill is built to process the grain from the farmlands. It’s hailed as a major technological achievement, and becomes the base of operations for Isabella’s band of craftsmen.&lt;br /&gt;
&lt;br /&gt;
* Thommald and Agnes marry, taking the surname Vollan. The birth of their only son, Thommald junior, follows shortly after.&lt;br /&gt;
&lt;br /&gt;
* Attempts at expanding a logging community south of town result in the disturbing of new scars. The project is called to a halt.&lt;br /&gt;
&lt;br /&gt;
* Attempts by the fishing community beneath town to expand into the cave networks beneath the town’s cliffs are halted by repeated monster attacks. Markus Grillson forms the fishermen into a formal group for protection, and swears to try again at a later date.&lt;br /&gt;
&lt;br /&gt;
* The past year is marked by Thommald’s erratic leadership of the Reeves, as he falls into paranoia.&lt;br /&gt;
&lt;br /&gt;
* Two months prior to server start. Thommald proposes a dramatic change to the Well that he believes will increase the number of people emerging from it. The Advisors vote against his proposal.&lt;br /&gt;
&lt;br /&gt;
* A day later a small group of Reeves, headed by Thommald, try to break into the well. The Millers and some Reeves try to stop him by force. Some time before or during the fighting, an explosion tears through the building, damaging the Well. Thommald and many of the Reeves loyal to him escape in the ensuing chaos, and are labelled exiles.&lt;br /&gt;
&lt;br /&gt;
* Three weeks prior to server start. The farmlands are overwhelmed by the emergence of a new scar. With it comes a terrible sickness held in the crop, ruining most of the year’s harvest.&lt;br /&gt;
&lt;br /&gt;
* Amidst this turmoil, Markus Grillsson expands the influence of his fishing community beneath town, inviting in treasure seekers and spelunkers. This expansion brings his newly named Dredgers into a position where they can compete with the older power blocs in town. His continued cries for a change in the town’s leadership grows ever louder.&lt;/div&gt;</summary>
		<author><name>Rhiswick</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Timeline&amp;diff=27</id>
		<title>Timeline</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Timeline&amp;diff=27"/>
		<updated>2020-11-15T17:51:56Z</updated>

		<summary type="html">&lt;p&gt;Rhiswick: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Timeline==&lt;br /&gt;
&lt;br /&gt;
The first people emerge from the Well 20-30 years ago. Keeping an accurate track of time is difficult. The area around the Well is heavily forested, with greenery tangling through ruined structures.&lt;br /&gt;
Agnes Vollan becomes a leader in the early community. Isabella Fordren proposes plans for reusing the raw materials of the ruins and trees into basic houses.&lt;br /&gt;
&lt;br /&gt;
Risenholm is officially founded after the construction of the First House, the structure now used as the home of the Elder. Further clearing of the area, and ongoing building efforts takes many years, and is still an ongoing process.&lt;br /&gt;
Thommald Vollan enters a Scar for the first time. He brings back knowledge of how local monsters are made from Scars.&lt;br /&gt;
The Well continues to throw out groups of people every few months. The village grows to meet their needs, and older members of the community began to take up positions of power to oversee the town’s development. The position of Elder is given to Agnes Vollan. She forms a council of Advisors who represent the larger power blocs in Risenholm.&lt;br /&gt;
&lt;br /&gt;
In order to deal with internal policing and overseeing external protection, Thommald Vollan becomes the first Reeve.&lt;br /&gt;
Bazik Bronzebrow heads up a small independent group to harvest resources from scars. They coin the term ‘scar hunters’.&lt;br /&gt;
&lt;br /&gt;
The process of clearing out trees in order to turn a patch of land into usable farmland is an intense process that takes up many years of work. As this process reaches its final stages, the Fordren Mill is built to process the grain from the farmlands. It’s hailed as a major technological achievement, and becomes the base of operations for Isabella’s band of craftsmen.&lt;br /&gt;
&lt;br /&gt;
Thommald and Agnes marry, taking the surname Vollan. The birth of their only son, Thommald junior, follows shortly after.&lt;br /&gt;
&lt;br /&gt;
Attempts at expanding a logging community south of town result in the disturbing of new scars. The project is called to a halt.&lt;br /&gt;
&lt;br /&gt;
Attempts by the fishing community beneath town to expand into the cave networks beneath the town’s cliffs are halted by repeated monster attacks. Markus Grillson forms the fishermen into a formal group for protection, and swears to try again at a later date.&lt;br /&gt;
&lt;br /&gt;
The past year is marked by Thommald’s erratic leadership of the Reeves, as he falls into paranoia.&lt;br /&gt;
&lt;br /&gt;
Two months prior to server start. Thommald proposes a dramatic change to the Well that he believes will increase the number of people emerging from it. The Advisors vote against his proposal.&lt;br /&gt;
&lt;br /&gt;
A day later a small group of Reeves, headed by Thommald, try to break into the well. The Millers and some Reeves try to stop him by force. Some time before or during the fighting, an explosion tears through the building, damaging the Well. Thommald and many of the Reeves loyal to him escape in the ensuing chaos, and are labelled exiles.&lt;br /&gt;
&lt;br /&gt;
Three weeks prior to server start. The farmlands are overwhelmed by the emergence of a new scar. With it comes a terrible sickness held in the crop, ruining most of the year’s harvest.&lt;br /&gt;
&lt;br /&gt;
Amidst this turmoil, Markus Grillsson expands the influence of his fishing community beneath town, inviting in treasure seekers and spelunkers. This expansion brings his newly named Dredgers into a position where they can compete with the older power blocs in town. His continued cries for a change in the town’s leadership grows ever louder.&lt;/div&gt;</summary>
		<author><name>Rhiswick</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Timeline&amp;diff=26</id>
		<title>Timeline</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Timeline&amp;diff=26"/>
		<updated>2020-11-15T17:46:53Z</updated>

		<summary type="html">&lt;p&gt;Rhiswick: Created page with &amp;quot;A Brief Timeline The first people emerge from the Well 20-30 years ago. Keeping an accurate track of time is difficult. The area around the Well is heavily forested, with gree...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Brief Timeline&lt;br /&gt;
The first people emerge from the Well 20-30 years ago. Keeping an accurate track of time is difficult. The area around the Well is heavily forested, with greenery tangling through ruined structures.&lt;br /&gt;
Agnes Vollan becomes a leader in the early community. Isabella Fordren proposes plans for reusing the raw materials of the ruins and trees into basic houses.&lt;br /&gt;
Risenholm is officially founded after the construction of the First House, the structure now used as the home of the Elder. Further clearing of the area, and ongoing building efforts takes many years, and is still an ongoing process.&lt;br /&gt;
Thommald Vollan enters a Scar for the first time. He brings back knowledge of how local monsters are made from Scars.&lt;br /&gt;
The Well continues to throw out groups of people every few months. The village grows to meet their needs, and older members of the community began to take up positions of power to oversee the town’s development. The position of Elder is given to Agnes Vollan. She forms a council of Advisors who represent the larger power blocs in Risenholm.&lt;br /&gt;
In order to deal with internal policing and overseeing external protection, Thommald Vollan becomes the first Reeve.&lt;br /&gt;
Bazik Bronzebrow heads up a small independent group to harvest resources from scars. They coin the term ‘scar hunters’.&lt;br /&gt;
The process of clearing out trees in order to turn a patch of land into usable farmland is an intense process that takes up many years of work. As this process reaches its final stages, the Fordren Mill is built to process the grain from the farmlands. It’s hailed as a major technological achievement, and becomes the base of operations for Isabella’s band of craftsmen.&lt;br /&gt;
Thommald and Agnes marry, taking the surname Vollan. The birth of their only son, Thommald junior, follows shortly after.&lt;br /&gt;
Attempts at expanding a logging community south of town result in the disturbing of new scars. The project is called to a halt.&lt;br /&gt;
Attempts by the fishing community beneath town to expand into the cave networks beneath the town’s cliffs are halted by repeated monster attacks. Markus Grillson forms the fishermen into a formal group for protection, and swears to try again at a later date.&lt;br /&gt;
The past year is marked by Thommald’s erratic leadership of the Reeves, as he falls into paranoia.&lt;br /&gt;
Two months prior to server start. Thommald proposes a dramatic change to the Well that he believes will increase the number of people emerging from it. The Advisors vote against his proposal.&lt;br /&gt;
A day later a small group of Reeves, headed by Thommald, try to break into the well. The Millers and some Reeves try to stop him by force. Some time before or during the fighting, an explosion tears through the building, damaging the Well. Thommald and many of the Reeves loyal to him escape in the ensuing chaos, and are labelled exiles.&lt;br /&gt;
Three weeks prior to server start. The farmlands are overwhelmed by the emergence of a new scar. With it comes a terrible sickness held in the crop, ruining most of the year’s harvest.&lt;br /&gt;
Amidst this turmoil, Markus Grillsson expands the influence of his fishing community beneath town, inviting in treasure seekers and spelunkers. This expansion brings his newly named Dredgers into a position where they can compete with the older power blocs in town. His continued cries for a change in the town’s leadership grows ever louder.&lt;/div&gt;</summary>
		<author><name>Rhiswick</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Main_Page&amp;diff=12</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Main_Page&amp;diff=12"/>
		<updated>2020-11-14T17:36:27Z</updated>

		<summary type="html">&lt;p&gt;Rhiswick: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;blockquote&amp;gt;&amp;lt;q&amp;gt;You who inherit tomorrow: We have sacrificed everything so that you might live on free of the burdens of our folly. Live for the future, for there is naught but sorrow behind you.&amp;lt;/q&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Scars of Risenholm takes place in an original fantasy setting, unrelated and unconnected to The Forgotten Realms or other popular D&amp;amp;D settings. Players take the role of near immortal amnesiacs crawling out of a mystical “well” within the settlement of Risenholm and are encouraged to engage with the local institutions or forge their own trail through the strange realm and circumstances they find themselves in.&lt;br /&gt;
&lt;br /&gt;
== Table of Contents ==&lt;br /&gt;
===Setting Details===&lt;br /&gt;
* [[New Player Setting Guide]]&lt;br /&gt;
* [[Notable NPCs]]&lt;br /&gt;
* [[Magic]]&lt;br /&gt;
* [[Religions]]&lt;br /&gt;
* [[Risenholm Organisations]]&lt;br /&gt;
* [[Server Tone and Themes]]&lt;br /&gt;
* [[Timeline]]&lt;br /&gt;
&lt;br /&gt;
===Mechanics===&lt;br /&gt;
* [[New Player Mechanics Guide]]&lt;br /&gt;
* [[Alchemy and Crafting]]&lt;br /&gt;
* [[Classes and Archetypes]]&lt;br /&gt;
* [[Feats]]&lt;br /&gt;
* [[Spells]]&lt;/div&gt;</summary>
		<author><name>Rhiswick</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Main_Page&amp;diff=11</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Main_Page&amp;diff=11"/>
		<updated>2020-11-14T17:35:54Z</updated>

		<summary type="html">&lt;p&gt;Rhiswick: /* Table of Contents */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;blockquote&amp;gt;&amp;lt;q&amp;gt;You who inherit tomorrow: We have sacrificed everything so that you might live on free of the burdens of our folly. Live for the future, for there is naught but sorrow behind you.&amp;lt;/q&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Scars of Risenholm takes place in an original fantasy setting, unrelated and unconnected to The Forgotten Realms or other popular D&amp;amp;D settings. Players take the role of near immortal amnesiacs crawling out of a mystical “well” within the settlement of Risenholm and are encouraged to engage with the local institutions or forge their own trail through the strange realm and circumstances they find themselves in.&lt;br /&gt;
&lt;br /&gt;
=== Table of Contents ===&lt;br /&gt;
==Setting Details==&lt;br /&gt;
* [[New Player Setting Guide]]&lt;br /&gt;
* [[Notable NPCs]]&lt;br /&gt;
* [[Magic]]&lt;br /&gt;
* [[Religions]]&lt;br /&gt;
* [[Risenholm Organisations]]&lt;br /&gt;
* [[Server Tone and Themes]]&lt;br /&gt;
* [[Timeline]]&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
* [[New Player Mechanics Guide]]&lt;br /&gt;
* [[Alchemy and Crafting]]&lt;br /&gt;
* [[Classes and Archetypes]]&lt;br /&gt;
* [[Feats]]&lt;br /&gt;
* [[Spells]]&lt;/div&gt;</summary>
		<author><name>Rhiswick</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Main_Page&amp;diff=10</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Main_Page&amp;diff=10"/>
		<updated>2020-11-14T17:15:15Z</updated>

		<summary type="html">&lt;p&gt;Rhiswick: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;blockquote&amp;gt;&amp;lt;q&amp;gt;You who inherit tomorrow: We have sacrificed everything so that you might live on free of the burdens of our folly. Live for the future, for there is naught but sorrow behind you.&amp;lt;/q&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Scars of Risenholm takes place in an original fantasy setting, unrelated and unconnected to The Forgotten Realms or other popular D&amp;amp;D settings. Players take the role of near immortal amnesiacs crawling out of a mystical “well” within the settlement of Risenholm and are encouraged to engage with the local institutions or forge their own trail through the strange realm and circumstances they find themselves in.&lt;br /&gt;
&lt;br /&gt;
=== Table of Contents ===&lt;br /&gt;
&lt;br /&gt;
* [[New Player Guide]]&lt;br /&gt;
* [[Classes and Archetypes]]&lt;br /&gt;
* [[Feats]]&lt;br /&gt;
* [[Spells]]&lt;/div&gt;</summary>
		<author><name>Rhiswick</name></author>
	</entry>
</feed>