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	<id>http://infernaldreams.com/feywiki/index.php?action=history&amp;feed=atom&amp;title=Tidegrave</id>
	<title>Tidegrave - Revision history</title>
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	<updated>2026-05-30T16:32:01Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>http://infernaldreams.com/feywiki/index.php?title=Tidegrave&amp;diff=20649&amp;oldid=prev</id>
		<title>Noctifer: Created page with &quot;&lt;includeonly&gt;{{Article_Reference|article=Tidegrave}}&lt;/includeonly&gt; Located at the back of the &#039;&#039;Blacktooth Rise&#039;&#039; karst of Deepberth, beyond the Coil, the Tidegrave is a half-flooded district that serves as both a graveyard and dumping ground for the unnamed dead. The lowest streets are often flooded at high tide and graves are built above-ground to prevent the dead from floating back up. It is said that there are sunken shrines to forgotten sea gods and watery d...&quot;</title>
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		<updated>2026-01-12T02:51:06Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;&amp;lt;includeonly&amp;gt;{{Article_Reference|article=Tidegrave}}&amp;lt;/includeonly&amp;gt; Located at the back of the &amp;#039;&amp;#039;Blacktooth Rise&amp;#039;&amp;#039; karst of &lt;a href=&quot;/feywiki/index.php/Deepberth&quot; title=&quot;Deepberth&quot;&gt;Deepberth&lt;/a&gt;, beyond &lt;a href=&quot;/feywiki/index.php/The_Coil&quot; title=&quot;The Coil&quot;&gt;the Coil&lt;/a&gt;, the Tidegrave is a half-flooded district that serves as both a graveyard and dumping ground for the unnamed dead. The lowest streets are often flooded at high tide and graves are built above-ground to prevent the dead from floating back up. It is said that there are sunken shrines to forgotten sea gods and watery d...&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=Tidegrave}}&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
Located at the back of the &amp;#039;&amp;#039;Blacktooth Rise&amp;#039;&amp;#039; karst of [[Deepberth]], beyond [[the Coil]], the Tidegrave is a half-flooded district that serves as both a graveyard and dumping ground for the unnamed dead. The lowest streets are often flooded at high tide and graves are built above-ground to prevent the dead from floating back up. It is said that there are sunken shrines to forgotten sea gods and watery demons alike here, tucked away behind salt-stained tombs and moldy alleyways. There are more than a few stories of those laid to rest here who rose back from their watery graves to prowl the doomed streets of the district.&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{TOC left}}&lt;br /&gt;
{{Settlement&lt;br /&gt;
|name = Tidegrave&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 Drowned Steps:&amp;#039;&amp;#039;&amp;#039; Stone steps that lead down into the ocean, it is believed these are the ruins of some ritual platform dedicated to some long-forgotten cult of the sea.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;The Listening Pool:&amp;#039;&amp;#039;&amp;#039; A tidal basin said to whisper prophecy to those with a talent for hearing. Whatever empowers these dank waters, the revelations they provide often drive men to madness.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Saltcrypt Row:&amp;#039;&amp;#039;&amp;#039; Once a graveyard, these stone tombs were looted long ago and have been converted into living spaces for those desperate enough to live there... or those for whom the Tidegrave has become a part of their very soul.&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;br /&gt;
[[Category:Deepberth]]&lt;/div&gt;</summary>
		<author><name>Noctifer</name></author>
	</entry>
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