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	<id>http://infernaldreams.com/feywiki/index.php?action=history&amp;feed=atom&amp;title=The_Coil</id>
	<title>The Coil - Revision history</title>
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	<updated>2026-05-30T15:55:08Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>http://infernaldreams.com/feywiki/index.php?title=The_Coil&amp;diff=20653&amp;oldid=prev</id>
		<title>Noctifer at 02:53, 12 January 2026</title>
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		<updated>2026-01-12T02:53:26Z</updated>

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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 02:53, 12 January 2026&lt;/td&gt;
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		<author><name>Noctifer</name></author>
	</entry>
	<entry>
		<id>http://infernaldreams.com/feywiki/index.php?title=The_Coil&amp;diff=20640&amp;oldid=prev</id>
		<title>Noctifer: Created page with &quot;&lt;includeonly&gt;{{Article_Reference|article=The Coil}}&lt;/includeonly&gt; The Coil is a spiraling slum of stacked housing and rope bridges strung between the three karsts of Deepberth. Gang territories here stretch both vertically and horizontally and any stairwell might well lead into a different territory with different rules. There are frequent fires and collapses here, though residents rebuild over the ashes within days of the fires going out. Street urchins are everywhe...&quot;</title>
		<link rel="alternate" type="text/html" href="http://infernaldreams.com/feywiki/index.php?title=The_Coil&amp;diff=20640&amp;oldid=prev"/>
		<updated>2026-01-12T02:33:13Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;&amp;lt;includeonly&amp;gt;{{Article_Reference|article=The Coil}}&amp;lt;/includeonly&amp;gt; The Coil is a spiraling slum of stacked housing and rope bridges strung between the three karsts of &lt;a href=&quot;/feywiki/index.php/Deepberth&quot; title=&quot;Deepberth&quot;&gt;Deepberth&lt;/a&gt;. Gang territories here stretch both vertically and horizontally and any stairwell might well lead into a different territory with different rules. There are frequent fires and collapses here, though residents rebuild over the ashes within days of the fires going out. Street urchins are everywhe...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;lt;includeonly&amp;gt;{{Article_Reference|article=The Coil}}&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
The Coil is a spiraling slum of stacked housing and rope bridges strung between the three karsts of [[Deepberth]]. Gang territories here stretch both vertically and horizontally and any stairwell might well lead into a different territory with different rules. There are frequent fires and collapses here, though residents rebuild over the ashes within days of the fires going out. Street urchins are everywhere, almost more common than the hordes of rats that prowl the streets unafraid. Upward mobility is literal... the most powerful gangs rule the highest buildings and the weak are left to struggle and wallow in the damp dregs where everything drips down. The most powerful gang bosses have formed a loose coalition known as the [[Coil Crowns]], mostly as an excuse to enjoy the district&amp;#039;s pleasures without having to worry about them killing one another. Sometimes, they organize against some external threat, but such an alliance is brief and rarely finds much success before it falls apart to bickering and infighting.&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{TOC left}}&lt;br /&gt;
{{Settlement&lt;br /&gt;
|name = The Coil&lt;br /&gt;
|common_epithets = &lt;br /&gt;
|continent = Duria&lt;br /&gt;
|region = The [[Deepberth|City of Deepberth]], [[Tamerynd|Tamerynd Island]]&lt;br /&gt;
|terrain = &amp;lt;!-- alpine, coastal, forested, riverine, highlands, desert, etc. --&amp;gt;&lt;br /&gt;
|climate = &amp;lt;!-- arctic, subarctic, temperate, subtropical, tropical --&amp;gt;&lt;br /&gt;
|geography = &amp;lt;!-- A paragraph of how the terrain and climate interact to shape the city --&amp;gt;&lt;br /&gt;
|people = &amp;lt;!-- An overview of the population of the settlement and how different groups interact&lt;br /&gt;
|personas = &amp;lt;!-- List 3–6 key NPCs. For each, include Name &amp;amp; Title, Heritage, Role, OP Power Level [Mythus scale]&lt;br /&gt;
|population = &amp;lt;!-- total population --&amp;gt;&lt;br /&gt;
|species = &amp;lt;!-- human %, elf %, dwarf %, etc. --&amp;gt;&lt;br /&gt;
|primary_languages = &lt;br /&gt;
|secondary_languages = &lt;br /&gt;
|government = &amp;lt;!-- A detailed overview of the government of the settlement and how it works, including references to key leaders and officials --&amp;gt;&lt;br /&gt;
|arms = &lt;br /&gt;
|government_type = &amp;lt;!-- council, noble house, syndics, pirate council, theocracy, military rule, etc. --&amp;gt;&lt;br /&gt;
|ruler = &lt;br /&gt;
|importance = &amp;lt;!-- trade choke point, military bastion, religious center, pirate haven, etc. --&amp;gt;&lt;br /&gt;
|law = &amp;lt;!-- include notes on stability [stable, fragile, collapsing, contested], justice style [codified law, arbitrary rule, trial by combat, mob rule, etc.] --&amp;gt;&lt;br /&gt;
|law_enforcement = &amp;lt;!-- guards, militia, mercenaries, religious enforcers --&amp;gt;&lt;br /&gt;
|factions = &amp;lt;!-- Outline active factions operating within or around the settlement. For each, include Name, Nature [guild, cult, noble house, pirate fleet, mercenary company, etc.], Goals, Relationship to the Settlement --&amp;gt;&lt;br /&gt;
|economy = &amp;lt;!-- A general overview of the economy and how it works, including if the local economy is on a decline or incline --&amp;gt;&lt;br /&gt;
|exports = &lt;br /&gt;
|imports = &lt;br /&gt;
|coinage = &lt;br /&gt;
|guilds =&lt;br /&gt;
|black_market = &amp;lt;!-- none, minor, significant, dominant --&amp;gt;&lt;br /&gt;
|religion = &amp;lt;!-- An overview of religious practice and beliefs in the settlement --&amp;gt;&lt;br /&gt;
|pantheon = &lt;br /&gt;
|dominant_faith = &lt;br /&gt;
|secondary_faiths = &lt;br /&gt;
|persecuted_faiths = &lt;br /&gt;
|major_temples = &lt;br /&gt;
|culture = &amp;lt;!-- An overview of the local culture, including general disposition: suspicious, hospitable, devout, brutal, proud --&amp;gt;&lt;br /&gt;
|clothing = &lt;br /&gt;
|customs = &lt;br /&gt;
|festivals = &lt;br /&gt;
|locations = &lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;The Burn Run:&amp;#039;&amp;#039;&amp;#039; Blackened tunnels through the district, these are ostensibly escape routes from the frequent fires in the district. They are generally kept clear of debris by residence and local gangs, who never know when they might need to use them.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Crownstairs:&amp;#039;&amp;#039;&amp;#039; This rusted iron tower is neutral ground for the gangs here. Barely visible among the buildings and structures that surround it, the Crownstairs are where the gang leaders go to negotiate and argue over the constant slights they perceive.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;The Sky Well:&amp;#039;&amp;#039;&amp;#039; An open bazaar at the center of the district, it is a huge, circular area of buildings stacked atop one another from the swampy ground to the sky above. Several waterways, some secret, stretch beneath the Coil from the harbor, with bargemen constantly bringing goods for sale by the vendors here.&lt;br /&gt;
|magick_overview = &amp;lt;!-- Heka presence (low, moderate, high, unstable), how magick use is viewed and what influence practitioners have over the city --&amp;gt;&lt;br /&gt;
|magick_services = &amp;lt;!-- A paragraph describing any magickal services available --&amp;gt;&lt;br /&gt;
|legends = &amp;lt;!-- Local legends and superstitions --&amp;gt;&lt;br /&gt;
|magick_phenomena = &amp;lt;!-- Known curses, relics, phenomena, etc. --&amp;gt;&lt;br /&gt;
|military =  &amp;lt;!-- An overview of any military presence in the settlement, including its basic command structure, who controls it and when it is activated --&amp;gt;&lt;br /&gt;
|defensive_structures = &amp;lt;!-- An overview of all walls, towers, earthworks and other defensive structures in the settlement --&amp;gt;&lt;br /&gt;
|forces = &amp;lt;!-- An overview of how many professional soldiers and militia can be mustered in times of war, including typical armament --&amp;gt;&lt;br /&gt;
|threats = &amp;lt;!-- Raiders, monsters, rival states, internal unrest, etc.&lt;br /&gt;
|primary_routes = &amp;lt;!-- roads, sea lanes, rivers --&amp;gt;&lt;br /&gt;
|travel_dangers = &lt;br /&gt;
|encounters = &lt;br /&gt;
|conflicts = &amp;lt;!-- List 3–5 active problems occurring now. Examples include succession disputes, religious schism, trade war, encroaching monsters, feuds (criminal, families, guilds, tradesmen, etc.), famine or plague --&amp;gt;&lt;br /&gt;
|history = &lt;br /&gt;
|map= &lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Noctifer</name></author>
	</entry>
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