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	<id>https://infernaldreams.com/feywiki/index.php?action=history&amp;feed=atom&amp;title=Gallowsreach</id>
	<title>Gallowsreach - Revision history</title>
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	<updated>2026-04-04T02:35:44Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://infernaldreams.com/feywiki/index.php?title=Gallowsreach&amp;diff=20654&amp;oldid=prev</id>
		<title>Noctifer at 02:53, 12 January 2026</title>
		<link rel="alternate" type="text/html" href="https://infernaldreams.com/feywiki/index.php?title=Gallowsreach&amp;diff=20654&amp;oldid=prev"/>
		<updated>2026-01-12T02:53:39Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
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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;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l61&quot;&gt;Line 61:&lt;/td&gt;
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&lt;/table&gt;</summary>
		<author><name>Noctifer</name></author>
	</entry>
	<entry>
		<id>https://infernaldreams.com/feywiki/index.php?title=Gallowsreach&amp;diff=20642&amp;oldid=prev</id>
		<title>Noctifer: Created page with &quot;&lt;includeonly&gt;{{Article_Reference|article=Gallowsreach}}&lt;/includeonly&gt; Once an execution ground, Gallowsreach is now home to killers who prefer privacy. Stretched across the blunted height of the karst known as &#039;&#039;&#039;Gallowskar&#039;&#039;&#039;, Gallowsreach is what passes for a residential area of Deepberth. Its inhabitants are former pirate captains, killers and assassins of various sorts, some of which have long since &#039;retired&#039; from their business and others who have come to learn...&quot;</title>
		<link rel="alternate" type="text/html" href="https://infernaldreams.com/feywiki/index.php?title=Gallowsreach&amp;diff=20642&amp;oldid=prev"/>
		<updated>2026-01-12T02:36:07Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;&amp;lt;includeonly&amp;gt;{{Article_Reference|article=Gallowsreach}}&amp;lt;/includeonly&amp;gt; Once an execution ground, Gallowsreach is now home to killers who prefer privacy. Stretched across the blunted height of the karst known as &amp;#039;&amp;#039;&amp;#039;Gallowskar&amp;#039;&amp;#039;&amp;#039;, Gallowsreach is what passes for a residential area of &lt;a href=&quot;/feywiki/index.php/Deepberth&quot; title=&quot;Deepberth&quot;&gt;Deepberth&lt;/a&gt;. Its inhabitants are former pirate captains, killers and assassins of various sorts, some of which have long since &amp;#039;retired&amp;#039; from their business and others who have come to learn...&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=Gallowsreach}}&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
Once an execution ground, Gallowsreach is now home to killers who prefer privacy. Stretched across the blunted height of the karst known as &amp;#039;&amp;#039;&amp;#039;Gallowskar&amp;#039;&amp;#039;&amp;#039;, Gallowsreach is what passes for a residential area of [[Deepberth]]. Its inhabitants are former pirate captains, killers and assassins of various sorts, some of which have long since &amp;#039;retired&amp;#039; from their business and others who have come to learn from and join in fellowship with the masters of their craft. The streets are silent at night and are unequivocally the safest in the city. Those few inns in the district are sturdy structures built of stone, with many quiet meeting rooms where deals can be made and death is negotiated. The stone platforms that served as the gallows in some forgotten past still remain here and are viewed by the inhabitants of the district with hallowed (or perhaps unhallowed) reverence.&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{TOC left}}&lt;br /&gt;
{{Settlement&lt;br /&gt;
|name = Gallowsreach&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 Hanging Court:&amp;#039;&amp;#039;&amp;#039; A meeting place and drinking establishment beneath the old gallows, you can find some of the best liquor and entertainment in her halls.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;The Last Drop Inn:&amp;#039;&amp;#039;&amp;#039; A quiet inn near the center of the district, it is neutral lodging for any who can afford it. Even the most hated people in Deepberth can find a quiet, safe night of rest here, for as long as they can afford it.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;The Quiet Rope:&amp;#039;&amp;#039;&amp;#039; Part deal-broker, part guildhall, this is where most of the district&amp;#039;s active assassins congregate and cooperate in a loose organization for their common weal.&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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