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	<id>http://www.infernaldreams.com/feywiki/index.php?action=history&amp;feed=atom&amp;title=Old_Quays</id>
	<title>Old Quays - Revision history</title>
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	<updated>2026-05-25T07:59:52Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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		<id>http://www.infernaldreams.com/feywiki/index.php?title=Old_Quays&amp;diff=20647&amp;oldid=prev</id>
		<title>Noctifer: Created page with &quot;&lt;includeonly&gt;{{Article_Reference|article=Old Quays}}&lt;/includeonly&gt; Once the main docks of the city, the Old Quays are now crumbling docks and warehouses used by only the most desperate. Cursed and broken ships are towed to the old drydocks here, stripped, burned or quietly hidden away. Situated at the rocky base of the &#039;&#039;&#039;Gallowskar&#039;&#039;&#039; karst, the district is characterized by rotting wood and leaning structures ready to fall into one another. Even when the weather is clea...&quot;</title>
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		<updated>2026-01-12T02:46:38Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;&amp;lt;includeonly&amp;gt;{{Article_Reference|article=Old Quays}}&amp;lt;/includeonly&amp;gt; Once the main docks of the city, the Old Quays are now crumbling docks and warehouses used by only the most desperate. Cursed and broken ships are towed to the old drydocks here, stripped, burned or quietly hidden away. Situated at the rocky base of the &amp;#039;&amp;#039;&amp;#039;Gallowskar&amp;#039;&amp;#039;&amp;#039; karst, the district is characterized by rotting wood and leaning structures ready to fall into one another. Even when the weather is clea...&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=Old Quays}}&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
Once the main docks of the city, the Old Quays are now crumbling docks and warehouses used by only the most desperate. Cursed and broken ships are towed to the old drydocks here, stripped, burned or quietly hidden away. Situated at the rocky base of the &amp;#039;&amp;#039;&amp;#039;Gallowskar&amp;#039;&amp;#039;&amp;#039; karst, the district is characterized by rotting wood and leaning structures ready to fall into one another. Even when the weather is clear elsewhere, there is often a sickening fog lingering in the air here and the harbor seems eerily calm even during storms. Most common pirates and sailors avoid the Old Quays, claiming that the cursed ships towed here leave a palpable, haunted gloominess where shadows move and whisper.&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{TOC left}}&lt;br /&gt;
{{Settlement&lt;br /&gt;
|name = Old Quays&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 Black Slip:&amp;#039;&amp;#039;&amp;#039; The dock where cursed vessels are moored and stripped, their parts cleaned and sold elsewhere in the city... perhaps to become a part of another ship about to find itself subject to a curse.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;The Iron Winch:&amp;#039;&amp;#039;&amp;#039; The largest heavy-lift crane in the city, it is typically used for salvage and stripping of the largest of vessels... and, rarely, a monstrous sea creature some ship has killed and towed into harbor for meat.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Saltbone Warehouse:&amp;#039;&amp;#039;&amp;#039; A salvage sorting facility built out of an old, moss-covered warehouse that somehow still stands.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;The Sunk Chapel:&amp;#039;&amp;#039;&amp;#039; A half-flooded shrine to forgotten gods, no one truly knows where the entrance to this accursed place lies, but none doubt its presence in the district.&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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