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	<title>Knife Market - Revision history</title>
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	<updated>2026-04-03T20:12:07Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>http://www.infernaldreams.com/feywiki/index.php?title=Knife_Market&amp;diff=20655&amp;oldid=prev</id>
		<title>Noctifer at 02:53, 12 January 2026</title>
		<link rel="alternate" type="text/html" href="http://www.infernaldreams.com/feywiki/index.php?title=Knife_Market&amp;diff=20655&amp;oldid=prev"/>
		<updated>2026-01-12T02:53:51Z</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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&lt;/table&gt;</summary>
		<author><name>Noctifer</name></author>
	</entry>
	<entry>
		<id>http://www.infernaldreams.com/feywiki/index.php?title=Knife_Market&amp;diff=20643&amp;oldid=prev</id>
		<title>Noctifer: Created page with &quot;&lt;includeonly&gt;{{Article_Reference|article=Knife Market}}&lt;/includeonly&gt; A sprawling black-market bazaar in Deepberth on the karst known as &#039;&#039;&#039;Gallowskar&#039;&#039;&#039; where legality is irrelevant and morality is optional, the Knife Market is primarily composed of narrow alleyways packed with stalls and hidden rooms. Prices fluctuate wildly with rumor, bloodshed and the tides. if something exists (or shouldn&#039;t), it has been bought here at some point. Pickpocketing is a constant, a...&quot;</title>
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		<updated>2026-01-12T02:38:31Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;&amp;lt;includeonly&amp;gt;{{Article_Reference|article=Knife Market}}&amp;lt;/includeonly&amp;gt; A sprawling black-market bazaar in &lt;a href=&quot;/feywiki/index.php/Deepberth&quot; title=&quot;Deepberth&quot;&gt;Deepberth&lt;/a&gt; on the karst known as &amp;#039;&amp;#039;&amp;#039;Gallowskar&amp;#039;&amp;#039;&amp;#039; where legality is irrelevant and morality is optional, the Knife Market is primarily composed of narrow alleyways packed with stalls and hidden rooms. Prices fluctuate wildly with rumor, bloodshed and the tides. if something exists (or shouldn&amp;#039;t), it has been bought here at some point. Pickpocketing is a constant, a...&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=Knife Market}}&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
A sprawling black-market bazaar in [[Deepberth]] on the karst known as &amp;#039;&amp;#039;&amp;#039;Gallowskar&amp;#039;&amp;#039;&amp;#039; where legality is irrelevant and morality is optional, the Knife Market is primarily composed of narrow alleyways packed with stalls and hidden rooms. Prices fluctuate wildly with rumor, bloodshed and the tides. if something exists (or shouldn&amp;#039;t), it has been bought here at some point. Pickpocketing is a constant, as is quiet violence of those powerful enough to take what they want from others. Market rules are ruthlessly enforced here by the [[Salt Widow Cartel]], who&amp;#039;s thugs are constantly wandering the alleys in twos and threes, collecting protection money from the vendors hoping to make enough coin to pay them.&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{TOC left}}&lt;br /&gt;
{{Settlement&lt;br /&gt;
|name = Knife Market&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 Counting Knots:&amp;#039;&amp;#039;&amp;#039; This is currently one of the most significant of many tally-houses in the district where debts are tracked with cord and beads. There is an unspoken agreement to leave these businesses alone and, when that agreement is violated, the locals cooperate to ensure the violator never makes such a mistake again.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Broken Lantern Row:&amp;#039;&amp;#039;&amp;#039; This alley is strangely silent during the day, its vendors only opening their awnings to trade at night. These vendors are the damned and sacrilegious, trading in stolen relics, dark sorcery and heretical texts.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Hook &amp;amp; Scale:&amp;#039;&amp;#039;&amp;#039; An exotic goods dealer specializing in monstrous remains, the Hook &amp;amp; Scale operates under a strict &amp;quot;no questions asked&amp;quot; policy as to the source of the goods traded there.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;The Red Canopy:&amp;#039;&amp;#039;&amp;#039; A poison and drug market, these alleyways are covered by permanent crimson awnings and canopies.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;The Whisper Vault:&amp;#039;&amp;#039;&amp;#039; Ostensibly a tavern, the Whisper Vault is a series of soundproofed rooms carved into the face of the karst where patrons pay a fee to obtain the rare moment of privacy for high-risk deals and conversations... and more.&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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