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	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kingdom_of_the_blind:Thalweg_Journal&amp;diff=282534</id>
		<title>Kingdom of the blind:Thalweg Journal</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kingdom_of_the_blind:Thalweg_Journal&amp;diff=282534"/>
		<updated>2015-05-12T12:30:12Z</updated>

		<summary type="html">&lt;p&gt;Kingoftheblind: /* Session 1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Session 1=&lt;br /&gt;
Dardek, Grymm, Jacobsen and 1 more. (DL, AM, NC, NM)&lt;br /&gt;
&lt;br /&gt;
The convoy gathered in the early hours of the morning in the market square in [[Wullman]]. The clear sky and crisp morning were a promising sign for the caravan that was to set forth for the whaling port of Abbleton on the coast via the treacherous Ice River Trail. The wagons were heavily laden with the good the town was so famous for - precious minerals, rare ice pearls and mysterious heartwood, as well as the people that made it infamous. The ragtag expedition of wagoneers, guides and guards were lead by the grimm Tor but also played host to a bevvy of common folk, a pair of knights, a mute, a shifty looking individual, an odd couple and various other strange folk who paid their passage to leave Wullman. Stranger still were the steeds that pulled the modified wagons that ran wide spiked wheels but also carried stout wooden skis. A pygmy mammoth, pair of elk, and wooly horses were chosen for the task. This was not Tor&#039;s first expedition, but was it to be his last?&lt;br /&gt;
&lt;br /&gt;
The caravan ventured forth from the foothills onto the icy tundra of the glacial valley that played host to the chillest winds known to mortal man. A few days of trekking brought them to the ice floes of Logjam River. The crossing was treacherous and was not without loss. One beast of burden perished in the event when an iceberg calved and dragged the poor creature into the crevasse. Not to waste anything, Dardek quickly carved up the elk. With one wagon stranded on the wrong side, the caravan had no choice but to separate and head to another known crossing, The Autumnford.&lt;br /&gt;
&lt;br /&gt;
Blizzard storms swept in that afternoon and erased all sense of direction.&lt;br /&gt;
&lt;br /&gt;
=Session 2=&lt;br /&gt;
Grymm and Larry (AM, CS)&lt;br /&gt;
 &lt;br /&gt;
Ever the practical ones, Grymm and Larry work to try and secure supplies and directions from the brothers of Gorm in order to get their caravan back on the road (and out of this weird temple). Larry tries to avoid becoming involved in an inter-factional war and instead revives a classic trick to swindle the brothers of four pounds of corn and some dried meat. The pair leave the rest of the party to finish the bizarre initiation rituals and descend further into the temple contemplating the reasons why the brothers of Gorm weren&#039;t willing to retrieve a cursed sword from the tomb of a fallen general themselves.&lt;br /&gt;
&lt;br /&gt;
An encounter with some (possibly drunk) pixies with very short attention spans provides no further wisdom on the issue. Upon stumbling on a statue of a naked child with a sack of jewels Grymm suggest that they pull the wand that the statue clutches (Grymm chose to stand back, having already damaged a monument already and not willing to risk the ire of the owners). His hunch proves correct and the statue slides back to reveal a hidden passage. &lt;br /&gt;
&lt;br /&gt;
The pair skulk into what looks like a place of worship (or a classroom) complete with astronomically accurate glow-in-the-dark stars and interrupt a sermon (or lecture). The silver masked rainbow robed acolytes quickly draw wands but their action is staved off by the Master. He engages in a discussion with them and offers them the chance to join the Order of Umisiris if they are willing to wage war on the brothers and the warrior maidens (??). The pair decline politely and try to hide their surprise when he casually suggests that they retrieve a sword for him (no mention of the curse this time). Larry thanks him with a hug in what he assumes must be the custom and pockets the Master&#039;s wand. &lt;br /&gt;
&lt;br /&gt;
As quickly as he had taken the wand, Larry is eager to dispose of it and hides it under a loose stair, he shudders at what the rainbow priests may do once they catch up with them. The move deeper into the temple and step into a shirt corridor. The door closes behind them. A panel on the wall features 8 levers with strange runic design.&lt;br /&gt;
&lt;br /&gt;
=Session 3=&lt;br /&gt;
Dardek and Larry (DL, CS)&lt;br /&gt;
&lt;br /&gt;
Dardek and Larry continue on from where they left off in the &#039;lazy susan&#039; room quickly discovering how it functions. Before preceding ahead they double back so that Larry can retrieve the wand he hid under the stairs. While Larry recalls the exact stair he hid it under they encounter a group of three dark cloaked figures with demon masks, the people swing censers and chant in a strange language urging the intruders to &amp;quot;BEGONE&amp;quot;. Larry attempts to make peace with them but is overcome by the narcotics in the smoke. In a strange turn of events the pair find themselves lying on the ground in the corner of the room, Larry naked and a gaping hole blasted in the wall. &lt;br /&gt;
&lt;br /&gt;
After regaining their composure and clothing, the pair head through the hole in the wall and find themselves in a wardrobe. Donning some very fancy rainbow robes and masks they enter the boudoir and determine that the guard wolf will only lick them. After some debate they steal a chest (with one key), set fire to the room and set off with the wolf in tow. &lt;br /&gt;
&lt;br /&gt;
As they reach the penultimate room to their escape they encounter two brothers of GORM. They engage the pair and are able to slay one with a barrage of acid and hot lead, and drive the other off. A hastily fashioned winch allows them to lift the chest out, but not before the brother who fled returns with two companions. A pitched battle ensues in the temple entry with one of the brothers falling victim to a classic pit trap and another succumbing to a gout of acid from the wand and Larry&#039;s savage axe-work. They other is taken down by some savvy grappling (wrestling?) and a clumsy but brutal axe to the chest.&lt;br /&gt;
&lt;br /&gt;
The pair escape the temple and free the stone that held the door, sealing it for... well who knows how long...&lt;/div&gt;</summary>
		<author><name>Kingoftheblind</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kingdom_of_the_blind:Thalweg&amp;diff=282435</id>
		<title>Kingdom of the blind:Thalweg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kingdom_of_the_blind:Thalweg&amp;diff=282435"/>
		<updated>2015-05-10T11:27:20Z</updated>

		<summary type="html">&lt;p&gt;Kingoftheblind: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Kingdom_of_the_blind]]&lt;br /&gt;
This is the wiki for a campaign based in the Kingdom of the Blind in the land of ice and snow, far to the North.&lt;br /&gt;
This is the journal [http://wiki.rpg.net/index.php/Kingdom_of_the_blind:Thalweg_Journal]&lt;br /&gt;
==Character Creation==&lt;br /&gt;
*Use d20 patherfinder SRD as the base for the games rules. http://www.d20pfsrd.com/&lt;br /&gt;
*Use the 21 point point buy method to generate a character.&lt;br /&gt;
http://www.d20pfsrd.com/basics-ability-scores/character-creation&lt;br /&gt;
&lt;br /&gt;
*Standard races and classes acceptable - anything out of the ordinary, please ask.&lt;br /&gt;
*Think moderate to high fantasy&lt;br /&gt;
*Moderate lethality&lt;br /&gt;
&lt;br /&gt;
*Start at level 2. &lt;br /&gt;
*Max HP  for the first 2 levels&lt;br /&gt;
*Skills and abilities to suit&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Gunslinger - taken&lt;br /&gt;
*Gambler (bard) - taken&lt;br /&gt;
*Ranger&lt;br /&gt;
*Fist-fighter&lt;br /&gt;
*???&lt;br /&gt;
&lt;br /&gt;
==Wullmaan==&lt;br /&gt;
A remote town in the far North of the  &amp;lt;...&amp;gt; mountains.&lt;br /&gt;
The town is an outpost in the wilderness, a frontier town.&lt;br /&gt;
It is known for its mining, rare ice pearls and heartwood.&lt;br /&gt;
Wullmaan is accessed through Hellsong pass to the east or the &#039;Ice river trail&#039; to the south-west&lt;br /&gt;
&lt;br /&gt;
==The Ice river trail==&lt;br /&gt;
The Ice river trail joins Wullman in the mountains to the fishing/whaling port of Abbleton on the Rimy Coast.&lt;br /&gt;
The trail leads from the mountains, through the foothills, across shifting ice sheets and rivers, over the Snowplains, amongst the tundra, into alpine forest and to the coast.&lt;br /&gt;
&lt;br /&gt;
==People==&lt;br /&gt;
*Tor - the caravan leader.&lt;br /&gt;
*Graydon - a tall mail clad man. He carries a kite shield and that has been painted black.&lt;br /&gt;
*Lleyan - a stout mail clad man. He carries a round sheild that has been painted black.&lt;br /&gt;
*Aon - a mute who drives a wagon led by a pair of pygmy mammoth. &lt;br /&gt;
*Frenz - originally from Pita Pata Pita. Drivea a wagon led by a pair of elk. One elk perished crossing the frozen river.&lt;br /&gt;
*Grymm - &lt;br /&gt;
*Rood - Grymm&#039;s right hand man. &lt;br /&gt;
*Dardek - &lt;br /&gt;
*Jacobsen -&lt;br /&gt;
*Larry -&lt;/div&gt;</summary>
		<author><name>Kingoftheblind</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kingdom_of_the_blind:Thalweg_Journal&amp;diff=282163</id>
		<title>Kingdom of the blind:Thalweg Journal</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kingdom_of_the_blind:Thalweg_Journal&amp;diff=282163"/>
		<updated>2015-05-04T11:27:45Z</updated>

		<summary type="html">&lt;p&gt;Kingoftheblind: /* Session 3 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Session 1=&lt;br /&gt;
Dardek, Grymm, Jacobsen and 1 more. (DL, AM, NC, NM)&lt;br /&gt;
&lt;br /&gt;
=Session 2=&lt;br /&gt;
Grymm and Larry (AM, CS)&lt;br /&gt;
 &lt;br /&gt;
Ever the practical ones, Grymm and Larry work to try and secure supplies and directions from the brothers of Gorm in order to get their caravan back on the road (and out of this weird temple). Larry tries to avoid becoming involved in an inter-factional war and instead revives a classic trick to swindle the brothers of four pounds of corn and some dried meat. The pair leave the rest of the party to finish the bizarre initiation rituals and descend further into the temple contemplating the reasons why the brothers of Gorm weren&#039;t willing to retrieve a cursed sword from the tomb of a fallen general themselves.&lt;br /&gt;
&lt;br /&gt;
An encounter with some (possibly drunk) pixies with very short attention spans provides no further wisdom on the issue. Upon stumbling on a statue of a naked child with a sack of jewels Grymm suggest that they pull the wand that the statue clutches (Grymm chose to stand back, having already damaged a monument already and not willing to risk the ire of the owners). His hunch proves correct and the statue slides back to reveal a hidden passage. &lt;br /&gt;
&lt;br /&gt;
The pair skulk into what looks like a place of worship (or a classroom) complete with astronomically accurate glow-in-the-dark stars and interrupt a sermon (or lecture). The silver masked rainbow robed acolytes quickly draw wands but their action is staved off by the Master. He engages in a discussion with them and offers them the chance to join the Order of Umisiris if they are willing to wage war on the brothers and the warrior maidens (??). The pair decline politely and try to hide their surprise when he casually suggests that they retrieve a sword for him (no mention of the curse this time). Larry thanks him with a hug in what he assumes must be the custom and pockets the Master&#039;s wand. &lt;br /&gt;
&lt;br /&gt;
As quickly as he had taken the wand, Larry is eager to dispose of it and hides it under a loose stair, he shudders at what the rainbow priests may do once they catch up with them. The move deeper into the temple and step into a shirt corridor. The door closes behind them. A panel on the wall features 8 levers with strange runic design.&lt;br /&gt;
&lt;br /&gt;
=Session 3=&lt;br /&gt;
Dardek and Larry (DL, CS)&lt;br /&gt;
&lt;br /&gt;
Dardek and Larry continue on from where they left off in the &#039;lazy susan&#039; room quickly discovering how it functions. Before preceding ahead they double back so that Larry can retrieve the wand he hid under the stairs. While Larry recalls the exact stair he hid it under they encounter a group of three dark cloaked figures with demon masks, the people swing censers and chant in a strange language urging the intruders to &amp;quot;BEGONE&amp;quot;. Larry attempts to make peace with them but is overcome by the narcotics in the smoke. In a strange turn of events the pair find themselves lying on the ground in the corner of the room, Larry naked and a gaping hole blasted in the wall. &lt;br /&gt;
&lt;br /&gt;
After regaining their composure and clothing, the pair head through the hole in the wall and find themselves in a wardrobe. Donning some very fancy rainbow robes and masks they enter the boudoir and determine that the guard wolf will only lick them. After some debate they steal a chest (with one key), set fire to the room and set off with the wolf in tow. &lt;br /&gt;
&lt;br /&gt;
As they reach the penultimate room to their escape they encounter two brothers of GORM. They engage the pair and are able to slay one with a barrage of acid and hot lead, and drive the other off. A hastily fashioned winch allows them to lift the chest out, but not before the brother who fled returns with two companions. A pitched battle ensues in the temple entry with one of the brothers falling victim to a classic pit trap and another succumbing to a gout of acid from the wand and Larry&#039;s savage axe-work. They other is taken down by some savvy grappling (wrestling?) and a clumsy but brutal axe to the chest.&lt;br /&gt;
&lt;br /&gt;
The pair escape the temple and free the stone that held the door, sealing it for... well who knows how long...&lt;/div&gt;</summary>
		<author><name>Kingoftheblind</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kingdom_of_the_blind:Thalweg_Journal&amp;diff=282162</id>
		<title>Kingdom of the blind:Thalweg Journal</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kingdom_of_the_blind:Thalweg_Journal&amp;diff=282162"/>
		<updated>2015-05-04T11:26:13Z</updated>

		<summary type="html">&lt;p&gt;Kingoftheblind: /* Session 2 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Session 1=&lt;br /&gt;
Dardek, Grymm, Jacobsen and 1 more. (DL, AM, NC, NM)&lt;br /&gt;
&lt;br /&gt;
=Session 2=&lt;br /&gt;
Grymm and Larry (AM, CS)&lt;br /&gt;
 &lt;br /&gt;
Ever the practical ones, Grymm and Larry work to try and secure supplies and directions from the brothers of Gorm in order to get their caravan back on the road (and out of this weird temple). Larry tries to avoid becoming involved in an inter-factional war and instead revives a classic trick to swindle the brothers of four pounds of corn and some dried meat. The pair leave the rest of the party to finish the bizarre initiation rituals and descend further into the temple contemplating the reasons why the brothers of Gorm weren&#039;t willing to retrieve a cursed sword from the tomb of a fallen general themselves.&lt;br /&gt;
&lt;br /&gt;
An encounter with some (possibly drunk) pixies with very short attention spans provides no further wisdom on the issue. Upon stumbling on a statue of a naked child with a sack of jewels Grymm suggest that they pull the wand that the statue clutches (Grymm chose to stand back, having already damaged a monument already and not willing to risk the ire of the owners). His hunch proves correct and the statue slides back to reveal a hidden passage. &lt;br /&gt;
&lt;br /&gt;
The pair skulk into what looks like a place of worship (or a classroom) complete with astronomically accurate glow-in-the-dark stars and interrupt a sermon (or lecture). The silver masked rainbow robed acolytes quickly draw wands but their action is staved off by the Master. He engages in a discussion with them and offers them the chance to join the Order of Umisiris if they are willing to wage war on the brothers and the warrior maidens (??). The pair decline politely and try to hide their surprise when he casually suggests that they retrieve a sword for him (no mention of the curse this time). Larry thanks him with a hug in what he assumes must be the custom and pockets the Master&#039;s wand. &lt;br /&gt;
&lt;br /&gt;
As quickly as he had taken the wand, Larry is eager to dispose of it and hides it under a loose stair, he shudders at what the rainbow priests may do once they catch up with them. The move deeper into the temple and step into a shirt corridor. The door closes behind them. A panel on the wall features 8 levers with strange runic design.&lt;br /&gt;
&lt;br /&gt;
=Session 3=&lt;br /&gt;
Dardek and Larry (DL, CS)&lt;br /&gt;
&lt;br /&gt;
Dardek and Larry continue on from where they left off in the &#039;lazy susan&#039; room quickly discovering how it functions. Before preceding ahead they double back so that Larry can retrieve the wand he hid under the stairs. Before they can continue on their journey they encounter a group of three dark cloaked figures with demon masks, the people swing censers and chant in a strange language urging the intruders to &amp;quot;BEGONE&amp;quot;. Larry attempts to make peace with them but is overcome by the narcotics in the smoke. In a strange turn of events the pair find themselves lying on the ground in the corner of the room, Larry naked and a gaping hole blasted in the wall. After regaining their composure and clothing, the pair head through the hole in the wall and find themselves in a wardrobe. Donning some very fancy rainbow robes and masks they enter the boudoir and determine that the guard wolf will only lick them. After some debate they steal a chest (with one key), set fire to the room and set off with the wolf in tow. As they reach the penultimate room to their escape they encounter two brothers of GORM. They engage the pair and are able to slay one with a barrage of acid and hot lead, and drive the other off. A hastily fashioned winch allows them to lift the chest out, but not before the brother who fled returns with two companions. A pitched battle ensues in the temple entry with one of the brothers falling victim to a classic pit trap and another succumbing to a gout of acid from the wand and Larry&#039;s savage axe-work. They other is taken down by some savvy grappling (wrestling?) and a clumsy but brutal axe to the chest.&lt;br /&gt;
&lt;br /&gt;
The pair escape the temple and free the stone that held the door, sealing it for... well who knows how long...&lt;/div&gt;</summary>
		<author><name>Kingoftheblind</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kingdom_of_the_blind:Thalweg_Journal&amp;diff=282095</id>
		<title>Kingdom of the blind:Thalweg Journal</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kingdom_of_the_blind:Thalweg_Journal&amp;diff=282095"/>
		<updated>2015-05-03T11:30:31Z</updated>

		<summary type="html">&lt;p&gt;Kingoftheblind: Created page with &amp;quot;=Session 1= Dardek, Grymm, Jacobsen and 1 more. (DL, AM, NC, NM)  =Session 2= Grymm and Larry (AM, CS)  =Session 3= Dardek and Larry (DL, CS)  Dardek and Larry continue on fro...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Session 1=&lt;br /&gt;
Dardek, Grymm, Jacobsen and 1 more. (DL, AM, NC, NM)&lt;br /&gt;
&lt;br /&gt;
=Session 2=&lt;br /&gt;
Grymm and Larry (AM, CS)&lt;br /&gt;
&lt;br /&gt;
=Session 3=&lt;br /&gt;
Dardek and Larry (DL, CS)&lt;br /&gt;
&lt;br /&gt;
Dardek and Larry continue on from where they left off in the &#039;lazy susan&#039; room quickly discovering how it functions. Before preceding ahead they double back so that Larry can retrieve the wand he hid under the stairs. Before they can continue on their journey they encounter a group of three dark cloaked figures with demon masks, the people swing censers and chant in a strange language urging the intruders to &amp;quot;BEGONE&amp;quot;. Larry attempts to make peace with them but is overcome by the narcotics in the smoke. In a strange turn of events the pair find themselves lying on the ground in the corner of the room, Larry naked and a gaping hole blasted in the wall. After regaining their composure and clothing, the pair head through the hole in the wall and find themselves in a wardrobe. Donning some very fancy rainbow robes and masks they enter the boudoir and determine that the guard wolf will only lick them. After some debate they steal a chest (with one key), set fire to the room and set off with the wolf in tow. As they reach the penultimate room to their escape they encounter two brothers of GORM. They engage the pair and are able to slay one with a barrage of acid and hot lead, and drive the other off. A hastily fashioned winch allows them to lift the chest out, but not before the brother who fled returns with two companions. A pitched battle ensues in the temple entry with one of the brothers falling victim to a classic pit trap and another succumbing to a gout of acid from the wand and Larry&#039;s savage axe-work. They other is taken down by some savvy grappling (wrestling?) and a clumsy but brutal axe to the chest.&lt;br /&gt;
&lt;br /&gt;
The pair escape the temple and free the stone that held the door, sealing it for... well who knows how long...&lt;/div&gt;</summary>
		<author><name>Kingoftheblind</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kingdom_of_the_blind:Thalweg&amp;diff=278099</id>
		<title>Kingdom of the blind:Thalweg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kingdom_of_the_blind:Thalweg&amp;diff=278099"/>
		<updated>2015-02-20T10:30:56Z</updated>

		<summary type="html">&lt;p&gt;Kingoftheblind: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Kingdom_of_the_blind]]&lt;br /&gt;
This is the wiki for a campaign based in the Kingdom of the Blind in the land of ice and snow, far to the North.&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
*Use d20 patherfinder SRD as the base for the games rules. http://www.d20pfsrd.com/&lt;br /&gt;
*Use the 21 point point buy method to generate a character.&lt;br /&gt;
http://www.d20pfsrd.com/basics-ability-scores/character-creation&lt;br /&gt;
&lt;br /&gt;
*Standard races and classes acceptable - anything out of the ordinary, please ask.&lt;br /&gt;
*Think moderate to high fantasy&lt;br /&gt;
*Moderate lethality&lt;br /&gt;
&lt;br /&gt;
*Start at level 2. &lt;br /&gt;
*Max HP  for the first 2 levels&lt;br /&gt;
*Skills and abilities to suit&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Gunslinger - taken&lt;br /&gt;
*Gambler (bard) - taken&lt;br /&gt;
*Ranger&lt;br /&gt;
*Fist-fighter&lt;br /&gt;
*???&lt;br /&gt;
&lt;br /&gt;
==Wullmaan==&lt;br /&gt;
A remote town in the far North of the  &amp;lt;...&amp;gt; mountains.&lt;br /&gt;
The town is an outpost in the wilderness, a frontier town.&lt;br /&gt;
It is known for its mining, rare ice pearls and heartwood.&lt;br /&gt;
Wullmaan is accessed through Hellsong pass to the east or the &#039;Ice river trail&#039; to the south-west&lt;br /&gt;
&lt;br /&gt;
==The Ice river trail==&lt;br /&gt;
The Ice river trail joins Wullman in the mountains to the fishing/whaling port of Abbleton on the Rimy Coast.&lt;br /&gt;
The trail leads from the mountains, through the foothills, across shifting ice sheets and rivers, over the Snowplains, amongst the tundra, into alpine forest and to the coast.&lt;br /&gt;
&lt;br /&gt;
==People==&lt;br /&gt;
*Tor - the caravan leader.&lt;br /&gt;
*Graydon - a tall mail clad man. He carries a kite shield and that has been painted black.&lt;br /&gt;
*Lleyan - a stout mail clad man. He carries a round sheild that has been painted black.&lt;br /&gt;
*Aon - a mute who drives a wagon led by a pair of pygmy mammoth. &lt;br /&gt;
*Frenz - originally from Pita Pata Pita. Drivea a wagon led by a pair of elk. One elk perished crossing the frozen river.&lt;br /&gt;
*Grymm - &lt;br /&gt;
*Rood - Grymm&#039;s right hand man. &lt;br /&gt;
*Dardek - &lt;br /&gt;
*Jacobsen -&lt;br /&gt;
*Larry -&lt;/div&gt;</summary>
		<author><name>Kingoftheblind</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kingdom_of_the_blind:Thalweg&amp;diff=278025</id>
		<title>Kingdom of the blind:Thalweg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kingdom_of_the_blind:Thalweg&amp;diff=278025"/>
		<updated>2015-02-18T06:25:46Z</updated>

		<summary type="html">&lt;p&gt;Kingoftheblind: /* Character Creation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Kingdom_of_the_blind]]&lt;br /&gt;
This is the wiki for a campaign based in the Kingdom of the Blind in the land of ice and snow, far to the North.&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
*Use d20 patherfinder SRD as the base for the games rules. http://www.d20pfsrd.com/&lt;br /&gt;
*Use the 21 point point buy method to generate a character.&lt;br /&gt;
http://www.d20pfsrd.com/basics-ability-scores/character-creation&lt;br /&gt;
&lt;br /&gt;
*Standard races and classes acceptable - anything out of the ordinary, please ask.&lt;br /&gt;
*Think moderate to high fantasy&lt;br /&gt;
*Moderate lethality&lt;br /&gt;
&lt;br /&gt;
*Start at level 2. &lt;br /&gt;
*Max HP  for the first 2 levels&lt;br /&gt;
*Skills and abilities to suit&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Gunslinger - taken&lt;br /&gt;
*Gambler (bard) - taken&lt;br /&gt;
*&lt;br /&gt;
*???&lt;br /&gt;
&lt;br /&gt;
==Wullmaan==&lt;br /&gt;
A remote town in the far North of the  &amp;lt;...&amp;gt; mountains.&lt;br /&gt;
The town is an outpost in the wilderness, a frontier town.&lt;br /&gt;
It is known for its mining, rare ice pearls and heartwood.&lt;br /&gt;
Wullmaan is accessed through Hellsong pass to the east or the &#039;Ice river trail&#039; to the south-west&lt;br /&gt;
&lt;br /&gt;
==The Ice river trail==&lt;br /&gt;
The Ice river trail joins Wullman in the mountains to the fishing/whaling port of Abbleton on the Rimy Coast.&lt;br /&gt;
The trail leads from the mountains, through the foothills, across shifting ice sheets and rivers, over the Snowplains, amongst the tundra, into alpine forest and to the coast.&lt;br /&gt;
&lt;br /&gt;
==People==&lt;br /&gt;
*Tor - the caravan leader.&lt;br /&gt;
*Graydon - a tall mail clad man. He carries a kite shield and that has been painted black.&lt;br /&gt;
*Lleyan - a stout mail clad man. He carries a round sheild that has been painted black.&lt;br /&gt;
*Aon - a mute who drives a wagon led by a pair of pygmy mammoth. &lt;br /&gt;
*Frenz - originally from Pita Pata Pita. Drivea a wagon led by a pair of elk. One elk perished crossing the frozen river.&lt;br /&gt;
*Grymm - &lt;br /&gt;
*Rood - Grymm&#039;s right hand man. &lt;br /&gt;
*Dardek - &lt;br /&gt;
*Jacobsen -&lt;br /&gt;
*Larry -&lt;/div&gt;</summary>
		<author><name>Kingoftheblind</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kingdom_of_the_blind:Thalweg&amp;diff=278024</id>
		<title>Kingdom of the blind:Thalweg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kingdom_of_the_blind:Thalweg&amp;diff=278024"/>
		<updated>2015-02-18T06:24:55Z</updated>

		<summary type="html">&lt;p&gt;Kingoftheblind: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Kingdom_of_the_blind]]&lt;br /&gt;
This is the wiki for a campaign based in the Kingdom of the Blind in the land of ice and snow, far to the North.&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
*Use d20 patherfinder SRD as the base for the games rules. http://www.d20pfsrd.com/&lt;br /&gt;
*Use the 21 point point buy method to generate a character.&lt;br /&gt;
http://www.d20pfsrd.com/basics-ability-scores/character-creation&lt;br /&gt;
&lt;br /&gt;
*Standard races and classes acceptable - anything out of the ordinary, please ask.&lt;br /&gt;
*Think moderate to high fantasy&lt;br /&gt;
*Moderate lethality&lt;br /&gt;
&lt;br /&gt;
*Start at level 2. &lt;br /&gt;
*Max HP  for the first 2 levels&lt;br /&gt;
*Skills and abilities to suit&lt;br /&gt;
&lt;br /&gt;
*Gunslinger - taken&lt;br /&gt;
*Gambler (bard) - taken&lt;br /&gt;
*&lt;br /&gt;
*???&lt;br /&gt;
&lt;br /&gt;
==Wullmaan==&lt;br /&gt;
A remote town in the far North of the  &amp;lt;...&amp;gt; mountains.&lt;br /&gt;
The town is an outpost in the wilderness, a frontier town.&lt;br /&gt;
It is known for its mining, rare ice pearls and heartwood.&lt;br /&gt;
Wullmaan is accessed through Hellsong pass to the east or the &#039;Ice river trail&#039; to the south-west&lt;br /&gt;
&lt;br /&gt;
==The Ice river trail==&lt;br /&gt;
The Ice river trail joins Wullman in the mountains to the fishing/whaling port of Abbleton on the Rimy Coast.&lt;br /&gt;
The trail leads from the mountains, through the foothills, across shifting ice sheets and rivers, over the Snowplains, amongst the tundra, into alpine forest and to the coast.&lt;br /&gt;
&lt;br /&gt;
==People==&lt;br /&gt;
*Tor - the caravan leader.&lt;br /&gt;
*Graydon - a tall mail clad man. He carries a kite shield and that has been painted black.&lt;br /&gt;
*Lleyan - a stout mail clad man. He carries a round sheild that has been painted black.&lt;br /&gt;
*Aon - a mute who drives a wagon led by a pair of pygmy mammoth. &lt;br /&gt;
*Frenz - originally from Pita Pata Pita. Drivea a wagon led by a pair of elk. One elk perished crossing the frozen river.&lt;br /&gt;
*Grymm - &lt;br /&gt;
*Rood - Grymm&#039;s right hand man. &lt;br /&gt;
*Dardek - &lt;br /&gt;
*Jacobsen -&lt;br /&gt;
*Larry -&lt;/div&gt;</summary>
		<author><name>Kingoftheblind</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kingdom_of_the_blind:Thalweg&amp;diff=278005</id>
		<title>Kingdom of the blind:Thalweg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kingdom_of_the_blind:Thalweg&amp;diff=278005"/>
		<updated>2015-02-17T09:51:07Z</updated>

		<summary type="html">&lt;p&gt;Kingoftheblind: /* Character Creation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Kingdom_of_the_blind]]&lt;br /&gt;
This is the wiki for a campaign based in the Kingdom of the Blind in the land of ice and snow, far to the North.&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
*Use d20 patherfinder SRD as the base for the games rules. http://www.d20pfsrd.com/&lt;br /&gt;
*Use the 21 point point buy method to generate a character.&lt;br /&gt;
http://www.d20pfsrd.com/basics-ability-scores/character-creation&lt;br /&gt;
&lt;br /&gt;
*Standard races and classes acceptable - anything out of the ordinary, please ask.&lt;br /&gt;
*Think moderate to high fantasy&lt;br /&gt;
*Moderate lethality&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Start at level 2. &lt;br /&gt;
*Max HP  for the first 2 levels&lt;br /&gt;
*Skills and abilities to suit&lt;br /&gt;
&lt;br /&gt;
==Wullmaan==&lt;br /&gt;
A remote town in the far North of the  &amp;lt;...&amp;gt; mountains.&lt;br /&gt;
The town is an outpost in the wilderness, a frontier town.&lt;br /&gt;
It is known for its mining, rare ice pearls and heartwood.&lt;br /&gt;
Wullmaan is accessed through Hellsong pass to the east or the &#039;Ice river trail&#039; to the south-west&lt;br /&gt;
&lt;br /&gt;
==The Ice river trail==&lt;br /&gt;
The Ice river trail joins Wullman in the mountains to the fishing/whaling port of Abbleton on the Rimy Coast.&lt;br /&gt;
The trail leads from the mountains, through the foothills, across shifting ice sheets and rivers, over the Snowplains, amongst the tundra, into alpine forest and to the coast.&lt;br /&gt;
&lt;br /&gt;
==People==&lt;br /&gt;
Tor - the caravan leader.&lt;br /&gt;
&lt;br /&gt;
Graydon - a tall mail clad man. He carries a kite shield and that has been painted black.&lt;br /&gt;
&lt;br /&gt;
Lleyan - a stout mail clad man. He carries a round sheild that has been painted black.&lt;br /&gt;
&lt;br /&gt;
Aon - a mute who drives a wagon led by a pair of pygmy mammoth. &lt;br /&gt;
&lt;br /&gt;
Frenz - originally from Pita Pata Pita. Drivea a wagon led by a pair of elk. One elk perished crossing the frozen river.&lt;br /&gt;
&lt;br /&gt;
Grymm - &lt;br /&gt;
&lt;br /&gt;
Rood - Grymm&#039;s right hand man. &lt;br /&gt;
&lt;br /&gt;
Dardek - &lt;br /&gt;
&lt;br /&gt;
Jacobsen -&lt;/div&gt;</summary>
		<author><name>Kingoftheblind</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kingdom_of_the_blind:Characters&amp;diff=277817</id>
		<title>Kingdom of the blind:Characters</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kingdom_of_the_blind:Characters&amp;diff=277817"/>
		<updated>2015-02-12T09:51:24Z</updated>

		<summary type="html">&lt;p&gt;Kingoftheblind: Created page with &amp;quot;=Ruid= Sparse eyebrows, dark red-brown hair, green eyes, no bridge to the nose, arrow shaped, small eyes, flat bottom, round top, slight tilt up, red cheeks, narrow mouth, sma...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Ruid=&lt;br /&gt;
Sparse eyebrows, dark red-brown hair, green eyes, no bridge to the nose, arrow shaped, small eyes, flat bottom, round top, slight tilt up, red cheeks, narrow mouth, small dish like ears, pointy, hollow cheeks&lt;/div&gt;</summary>
		<author><name>Kingoftheblind</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kingdomoftheblind:Drune&amp;diff=277816</id>
		<title>Kingdomoftheblind:Drune</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kingdomoftheblind:Drune&amp;diff=277816"/>
		<updated>2015-02-12T07:49:58Z</updated>

		<summary type="html">&lt;p&gt;Kingoftheblind: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Kingoftheblind</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kingdomoftheblind:Main_page&amp;diff=277815</id>
		<title>Kingdomoftheblind:Main page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kingdomoftheblind:Main_page&amp;diff=277815"/>
		<updated>2015-02-12T07:48:55Z</updated>

		<summary type="html">&lt;p&gt;Kingoftheblind: Rereated&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Kingoftheblind</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kingdomoftheblind:Thalweg&amp;diff=277814</id>
		<title>Kingdomoftheblind:Thalweg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kingdomoftheblind:Thalweg&amp;diff=277814"/>
		<updated>2015-02-12T07:47:01Z</updated>

		<summary type="html">&lt;p&gt;Kingoftheblind: Recreated as  Kingdom_of_the_blind&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Kingoftheblind</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kingdom_of_the_blind:Thalweg&amp;diff=277813</id>
		<title>Kingdom of the blind:Thalweg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kingdom_of_the_blind:Thalweg&amp;diff=277813"/>
		<updated>2015-02-12T07:45:45Z</updated>

		<summary type="html">&lt;p&gt;Kingoftheblind: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Kingdom_of_the_blind]]&lt;br /&gt;
This is the wiki for a campaign based in the Kingdom of the Blind in the land of ice and snow, far to the North.&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
*Use d20 patherfinder SRD as the base for the games rules. http://www.d20pfsrd.com/&lt;br /&gt;
*Use the 21 point point buy method to generate a character.&lt;br /&gt;
http://www.d20pfsrd.com/basics-ability-scores/character-creation&lt;br /&gt;
&lt;br /&gt;
*Standard races and classes acceptable - anything out of the ordinary, please ask.&lt;br /&gt;
*Think moderate to high fantasy&lt;br /&gt;
*Moderate lethality&lt;br /&gt;
==Wullmaan==&lt;br /&gt;
A remote town in the far North of the  &amp;lt;...&amp;gt; mountains.&lt;br /&gt;
The town is an outpost in the wilderness, a frontier town.&lt;br /&gt;
It is known for its mining, rare ice pearls and heartwood.&lt;br /&gt;
Wullmaan is accessed through Hellsong pass to the east or the &#039;Ice river trail&#039; to the south-west&lt;br /&gt;
&lt;br /&gt;
==The Ice river trail==&lt;br /&gt;
The Ice river trail joins Wullman in the mountains to the fishing/whaling port of Abbleton on the Rimy Coast.&lt;br /&gt;
The trail leads from the mountains, through the foothills, across shifting ice sheets and rivers, over the Snowplains, amongst the tundra, into alpine forest and to the coast.&lt;br /&gt;
&lt;br /&gt;
==People==&lt;br /&gt;
Tor - the caravan leader.&lt;br /&gt;
&lt;br /&gt;
Graydon - a tall mail clad man. He carries a kite shield and that has been painted black.&lt;br /&gt;
&lt;br /&gt;
Lleyan - a stout mail clad man. He carries a round sheild that has been painted black.&lt;br /&gt;
&lt;br /&gt;
Aon - a mute who drives a wagon led by a pair of pygmy mammoth. &lt;br /&gt;
&lt;br /&gt;
Frenz - originally from Pita Pata Pita. Drivea a wagon led by a pair of elk. One elk perished crossing the frozen river.&lt;br /&gt;
&lt;br /&gt;
Grymm - &lt;br /&gt;
&lt;br /&gt;
Rood - Grymm&#039;s right hand man. &lt;br /&gt;
&lt;br /&gt;
Dardek - &lt;br /&gt;
&lt;br /&gt;
Jacobsen -&lt;/div&gt;</summary>
		<author><name>Kingoftheblind</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kingdomoftheblind:Thalweg&amp;diff=277780</id>
		<title>Kingdomoftheblind:Thalweg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kingdomoftheblind:Thalweg&amp;diff=277780"/>
		<updated>2015-02-11T10:17:42Z</updated>

		<summary type="html">&lt;p&gt;Kingoftheblind: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Kingdom_of_the_blind]]&lt;br /&gt;
This is the wiki for a campaign based in the Kingdom of the Blind in the land of ice and snow, far to the North.&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
*Use d20 patherfinder SRD as the base for the games rules. http://www.d20pfsrd.com/&lt;br /&gt;
*Use the 21 point point buy method to generate a character.&lt;br /&gt;
http://www.d20pfsrd.com/basics-ability-scores/character-creation&lt;br /&gt;
*Standard races and classes acceptable - anything out of the ordinary, please ask. &lt;br /&gt;
*Think moderate to high fantasy&lt;br /&gt;
*Moderate lethality&lt;br /&gt;
&lt;br /&gt;
==Wullmaan==&lt;br /&gt;
A remote town in the far North of the  &amp;lt;...&amp;gt; mountains.&lt;br /&gt;
The town is an outpost in the wilderness, a frontier town.&lt;br /&gt;
It is known for its mining, rare ice pearls and heartwood.&lt;br /&gt;
Wullmaan is accessed through Hellsong pass to the east or the &#039;Ice river trail&#039; to the south-west&lt;br /&gt;
&lt;br /&gt;
==The Ice river trail==&lt;br /&gt;
The Ice river trail joins Wullman in the mountains to the fishing/whaling port of Abbleton on the Rimy Coast.&lt;br /&gt;
The trail leads from the mountains, through the foothills, across shifting ice sheets and rivers, over the Snowplains, amongst the tundra, into alpine forest and to the coast.&lt;br /&gt;
&lt;br /&gt;
==People==&lt;br /&gt;
Tor&lt;br /&gt;
Graydon&lt;br /&gt;
Lleyan&lt;br /&gt;
Aon&lt;br /&gt;
Frenz&lt;br /&gt;
Grymm&lt;br /&gt;
Rood&lt;br /&gt;
Dardek&lt;br /&gt;
Jacobsen&lt;/div&gt;</summary>
		<author><name>Kingoftheblind</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kingdom_of_the_blind:Thalweg&amp;diff=277529</id>
		<title>Kingdom of the blind:Thalweg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kingdom_of_the_blind:Thalweg&amp;diff=277529"/>
		<updated>2015-02-08T01:19:09Z</updated>

		<summary type="html">&lt;p&gt;Kingoftheblind: /* People */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Kingdom_of_the_blind]]&lt;br /&gt;
This is the wiki for a campaign based in the Kingdom of the Blind in the land of ice and snow, far to the North.&lt;br /&gt;
&lt;br /&gt;
==Wullmaan==&lt;br /&gt;
A remote town in the far North of the  &amp;lt;...&amp;gt; mountains.&lt;br /&gt;
The town is an outpost in the wilderness, a frontier town.&lt;br /&gt;
It is known for its mining, rare ice pearls and heartwood.&lt;br /&gt;
Wullmaan is accessed through Hellsong pass to the east or the &#039;Ice river trail&#039; to the south-west&lt;br /&gt;
&lt;br /&gt;
==The Ice river trail==&lt;br /&gt;
The Ice river trail joins Wullman in the mountains to the fishing/whaling port of Abbleton on the Rimy Coast.&lt;br /&gt;
The trail leads from the mountains, through the foothills, across shifting ice sheets and rivers, over the Snowplains, amongst the tundra, into alpine forest and to the coast.&lt;br /&gt;
&lt;br /&gt;
==People==&lt;br /&gt;
Tor - the caravan leader.&lt;br /&gt;
&lt;br /&gt;
Graydon - a tall mail clad man. He carries a kite shield and that has been painted black.&lt;br /&gt;
&lt;br /&gt;
Lleyan - a stout mail clad man. He carries a round sheild that has been painted black.&lt;br /&gt;
&lt;br /&gt;
Aon - a mute who drives a wagon led by a pair of pygmy mammoth. &lt;br /&gt;
&lt;br /&gt;
Frenz - originally from Pita Pata Pita. Drivea a wagon led by a pair of elk. One elk perished crossing the frozen river.&lt;br /&gt;
&lt;br /&gt;
Grymm - &lt;br /&gt;
&lt;br /&gt;
Rood - Grymm&#039;s right hand man. &lt;br /&gt;
&lt;br /&gt;
Dardek - &lt;br /&gt;
&lt;br /&gt;
Jacobsen -&lt;/div&gt;</summary>
		<author><name>Kingoftheblind</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kingdom_of_the_blind:Thalweg&amp;diff=277528</id>
		<title>Kingdom of the blind:Thalweg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kingdom_of_the_blind:Thalweg&amp;diff=277528"/>
		<updated>2015-02-08T01:17:24Z</updated>

		<summary type="html">&lt;p&gt;Kingoftheblind: /* People */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Kingdom_of_the_blind]]&lt;br /&gt;
This is the wiki for a campaign based in the Kingdom of the Blind in the land of ice and snow, far to the North.&lt;br /&gt;
&lt;br /&gt;
==Wullmaan==&lt;br /&gt;
A remote town in the far North of the  &amp;lt;...&amp;gt; mountains.&lt;br /&gt;
The town is an outpost in the wilderness, a frontier town.&lt;br /&gt;
It is known for its mining, rare ice pearls and heartwood.&lt;br /&gt;
Wullmaan is accessed through Hellsong pass to the east or the &#039;Ice river trail&#039; to the south-west&lt;br /&gt;
&lt;br /&gt;
==The Ice river trail==&lt;br /&gt;
The Ice river trail joins Wullman in the mountains to the fishing/whaling port of Abbleton on the Rimy Coast.&lt;br /&gt;
The trail leads from the mountains, through the foothills, across shifting ice sheets and rivers, over the Snowplains, amongst the tundra, into alpine forest and to the coast.&lt;br /&gt;
&lt;br /&gt;
==People==&lt;br /&gt;
Tor - the caravan leader.&lt;br /&gt;
&lt;br /&gt;
Graydon - a tall mail clad man. He carries a kite shield and that has been painted black.&lt;br /&gt;
&lt;br /&gt;
Lleyan - a stout mail clad man. He carries a round sheild that has been painted black.&lt;br /&gt;
&lt;br /&gt;
Aon - a mute who drives a wagon led by a pair of pygmy mammoth. &lt;br /&gt;
&lt;br /&gt;
Frenz - originally from Pita Pata Pita. Drivea a wagon led by a pair of elk. One elk perished crossing the frozen river.&lt;br /&gt;
&lt;br /&gt;
Grymm - &lt;br /&gt;
&lt;br /&gt;
Rood&lt;br /&gt;
&lt;br /&gt;
Dardek&lt;br /&gt;
&lt;br /&gt;
Jacobsen&lt;/div&gt;</summary>
		<author><name>Kingoftheblind</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kingdom_of_the_blind:Thalweg&amp;diff=277527</id>
		<title>Kingdom of the blind:Thalweg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kingdom_of_the_blind:Thalweg&amp;diff=277527"/>
		<updated>2015-02-08T01:08:25Z</updated>

		<summary type="html">&lt;p&gt;Kingoftheblind: /* People */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Kingdom_of_the_blind]]&lt;br /&gt;
This is the wiki for a campaign based in the Kingdom of the Blind in the land of ice and snow, far to the North.&lt;br /&gt;
&lt;br /&gt;
==Wullmaan==&lt;br /&gt;
A remote town in the far North of the  &amp;lt;...&amp;gt; mountains.&lt;br /&gt;
The town is an outpost in the wilderness, a frontier town.&lt;br /&gt;
It is known for its mining, rare ice pearls and heartwood.&lt;br /&gt;
Wullmaan is accessed through Hellsong pass to the east or the &#039;Ice river trail&#039; to the south-west&lt;br /&gt;
&lt;br /&gt;
==The Ice river trail==&lt;br /&gt;
The Ice river trail joins Wullman in the mountains to the fishing/whaling port of Abbleton on the Rimy Coast.&lt;br /&gt;
The trail leads from the mountains, through the foothills, across shifting ice sheets and rivers, over the Snowplains, amongst the tundra, into alpine forest and to the coast.&lt;br /&gt;
&lt;br /&gt;
==People==&lt;br /&gt;
Tor /p&lt;br /&gt;
Graydon&lt;br /&gt;
Lleyan&lt;br /&gt;
Aon&lt;br /&gt;
Frenz&lt;br /&gt;
Grymm&lt;br /&gt;
Rood&lt;br /&gt;
Dardek&lt;br /&gt;
Jacobsen&lt;/div&gt;</summary>
		<author><name>Kingoftheblind</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kingdom_of_the_blind:Main_page&amp;diff=277526</id>
		<title>Kingdom of the blind:Main page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kingdom_of_the_blind:Main_page&amp;diff=277526"/>
		<updated>2015-02-08T01:07:23Z</updated>

		<summary type="html">&lt;p&gt;Kingoftheblind: /* Thalweg - The North */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Kingdom of the Blind is a game setting created by the independent gaming group, CoRPSe.&lt;br /&gt;
&lt;br /&gt;
=The Continent=&lt;br /&gt;
==Port==&lt;br /&gt;
The city of port is a thriving trade hub on the &amp;lt;thunder&amp;gt; cape, in the south east of &amp;lt;content/nation&amp;gt;. Port is governed by an elected mayor and council, though there is much to be said for the influence of a few notable families, and any trader wealthy enough to influence theirs. There are &amp;lt;2/3/4&amp;gt; major houses in port, the &amp;lt;Briganedes&amp;gt;, &amp;lt;Marsouches&amp;gt; and &amp;lt;Relucents&amp;gt;; each with there own particular history in the region. &lt;br /&gt;
The city thrives on trade, primary the export of tropical goods (fruit, spice, …&amp;gt;). There are sea passages the east (islands, redsands) the north (Wayfair,) and south &amp;lt;exotic arby&amp;gt; and land routes to the east. The north is a &amp;lt;gathering arm&amp;gt; where goods are sourced from, but little trade occurs to the north (bordered by drune).&lt;br /&gt;
==Drune==&lt;br /&gt;
[[Kingdom_of_the_blind:Drune]]&lt;br /&gt;
&lt;br /&gt;
=Pita Pata Pita=&lt;br /&gt;
A seaborne people who travel as a mass of ships and rafts. Where the &#039;Kingdom&#039; is at any point varies. The people are originally from the far south-west but have absorbed those of other races and creeds throughout their travels. The people lead a nauti-nomadic lifestyle and the word &#039;kingdom&#039; may be misleading. At any time a band of people may be lead by a Matriarch or Patriarch who set the course of the fleet. They will act as leader until the majority decide that the winds they are sailing are not the right ones.&lt;br /&gt;
&lt;br /&gt;
While not a military people, Pita Pata Pita has become embroiled in conflicts and fight fiercely to defend their way of life.&lt;br /&gt;
&lt;br /&gt;
Pita pata pita refers to the largest band. The people are known as  ___ which means children of the sea.&lt;br /&gt;
&lt;br /&gt;
=Wayfair=&lt;br /&gt;
Wayfair is a floating city that lies far off the coast of (?) it is a free city under the rule of none and acts as a trade hub, pitstop, and refuge. Intellectuals etc.&lt;br /&gt;
The city itself is built of an accumulation of floating peirs and barges, anchored to a (very) small island that is only exposed at the lowest of tides (festival of the tides, a few times per year). The city is surrounded by a palisade and is predominantly low buldings with the exception of a few taller structures such as the mages guilde Sapphire and the council of wayfiar.&lt;br /&gt;
&lt;br /&gt;
=Thalweg - The North=&lt;br /&gt;
The icy region to the north of the sea is dominated by two distinct cultures stemming from the same race. &lt;br /&gt;
The coastal dwelling  &amp;lt;&amp;gt; make their homes amongst the rocky islands of the south, the craggy cliffs of the mainland and it’s narrow fjords. The &amp;lt;&amp;gt; are separated in to family/house groups who take their names and sigils from the creatures of the region (bear/narwhal/walrus). The families tend to make large longhall/strongholds their homes where they live as single family units and support their clan through fishing, raiding, and where the scant country allows, agriculture. &lt;br /&gt;
The neighbours to the north make their existence on the icy tundra. To keep pace with the changing seasons and landscapes that follow them, these people are semi-nomadic. Their ability to &amp;lt;walk with the seasons&amp;gt; allows them to pursue the most generous bounty of the land as the season changes. Many have semi-permanent dwellings &amp;lt;subterranean?&amp;gt; in the vales or in the heartland that they retreat to in the dead of winter.&lt;br /&gt;
Some peoples – indeed of both ilk, have sought out a better life in the fiercely contested heartland. This area is dominated by a network of rivers and valleys which result in a relatively fertile area. Dwellers of the heartland tend to agglomerate their houses into townships or cities where house patriarchal rule is replaced by kingship or council decree. This affords them the extra protection required to weather out the fighting that comes from being in a fixed location, vying for the best land.&lt;br /&gt;
The narrow peninsula &amp;lt;&amp;gt; that joins the North to the main continent to the east &amp;lt;&amp;gt; is a strongpoint.&lt;br /&gt;
&lt;br /&gt;
[[Kingdom_of_the_blind:Thalweg]]&lt;br /&gt;
&lt;br /&gt;
=The West=&lt;br /&gt;
The western jungles of the continent, better known as the Wildlands, are rich in resources and life and have long been the target for colonization by the people of The Continent, however due to widespread disease in the region no formal settlement has been made. The people of the Wildlands live in small communities and are an extremely superstitious group, often Wildland elders will warn children not to venture too deep into the forest least they be taken by some beast or worse yet by one of the Plagued who are believed to reside in the area.&lt;br /&gt;
&lt;br /&gt;
==The Plagued==&lt;br /&gt;
The Plagued are a group of savage people living in small tribes in the western Wildlands of the continent. It is believed by the Wildland people that the Plagued are a cursed people who have an innate urge to act on their evil whims. Often the Plagued are cited as the cause for any misfortune that may occur in a Wildlands settlement. Whether it be the disappearance of a community member or just a failed hunt the Plagued are almost certainly the cause of these misfortunes.&lt;br /&gt;
&lt;br /&gt;
=Redsands=&lt;br /&gt;
A region on the far side of the  &amp;lt;open sea to the east&amp;gt;. The region is bound by the &amp;lt;SEA&amp;gt; to the west and a range of mountains &amp;lt;the ranges&amp;gt; to the north and west. The giants stair leads up to the top of the range where the &amp;lt;plateu, mesa..&amp;gt; overlooks the region. The region takes its name from the rich red sands of the vast deserts there – however contrary to what should seem, the sands are very rich and fertile and it is only the lack of water that makes them so barren. Cunning irrigation systems have allowed the communitites of redsands are able to cultivate the land successfully.&lt;br /&gt;
Redsands is also the name of the most prominent town in the region. A bustling harbour town, originally a human settlement but taken over by seafaring dwarves &amp;lt;&amp;gt; at some stage during the &amp;lt;&amp;gt; war.&lt;/div&gt;</summary>
		<author><name>Kingoftheblind</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kingdom_of_the_blind:Main_page&amp;diff=277525</id>
		<title>Kingdom of the blind:Main page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kingdom_of_the_blind:Main_page&amp;diff=277525"/>
		<updated>2015-02-08T01:06:47Z</updated>

		<summary type="html">&lt;p&gt;Kingoftheblind: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Kingdom of the Blind is a game setting created by the independent gaming group, CoRPSe.&lt;br /&gt;
&lt;br /&gt;
=The Continent=&lt;br /&gt;
==Port==&lt;br /&gt;
The city of port is a thriving trade hub on the &amp;lt;thunder&amp;gt; cape, in the south east of &amp;lt;content/nation&amp;gt;. Port is governed by an elected mayor and council, though there is much to be said for the influence of a few notable families, and any trader wealthy enough to influence theirs. There are &amp;lt;2/3/4&amp;gt; major houses in port, the &amp;lt;Briganedes&amp;gt;, &amp;lt;Marsouches&amp;gt; and &amp;lt;Relucents&amp;gt;; each with there own particular history in the region. &lt;br /&gt;
The city thrives on trade, primary the export of tropical goods (fruit, spice, …&amp;gt;). There are sea passages the east (islands, redsands) the north (Wayfair,) and south &amp;lt;exotic arby&amp;gt; and land routes to the east. The north is a &amp;lt;gathering arm&amp;gt; where goods are sourced from, but little trade occurs to the north (bordered by drune).&lt;br /&gt;
==Drune==&lt;br /&gt;
[[Kingdom_of_the_blind:Drune]]&lt;br /&gt;
&lt;br /&gt;
=Pita Pata Pita=&lt;br /&gt;
A seaborne people who travel as a mass of ships and rafts. Where the &#039;Kingdom&#039; is at any point varies. The people are originally from the far south-west but have absorbed those of other races and creeds throughout their travels. The people lead a nauti-nomadic lifestyle and the word &#039;kingdom&#039; may be misleading. At any time a band of people may be lead by a Matriarch or Patriarch who set the course of the fleet. They will act as leader until the majority decide that the winds they are sailing are not the right ones.&lt;br /&gt;
&lt;br /&gt;
While not a military people, Pita Pata Pita has become embroiled in conflicts and fight fiercely to defend their way of life.&lt;br /&gt;
&lt;br /&gt;
Pita pata pita refers to the largest band. The people are known as  ___ which means children of the sea.&lt;br /&gt;
&lt;br /&gt;
=Wayfair=&lt;br /&gt;
Wayfair is a floating city that lies far off the coast of (?) it is a free city under the rule of none and acts as a trade hub, pitstop, and refuge. Intellectuals etc.&lt;br /&gt;
The city itself is built of an accumulation of floating peirs and barges, anchored to a (very) small island that is only exposed at the lowest of tides (festival of the tides, a few times per year). The city is surrounded by a palisade and is predominantly low buldings with the exception of a few taller structures such as the mages guilde Sapphire and the council of wayfiar.&lt;br /&gt;
&lt;br /&gt;
=Thalweg - The North=&lt;br /&gt;
The icy region to the north of the sea is dominated by two distinct cultures stemming from the same race. &lt;br /&gt;
The coastal dwelling  &amp;lt;&amp;gt; make their homes amongst the rocky islands of the south, the craggy cliffs of the mainland and it’s narrow fjords. The &amp;lt;&amp;gt; are separated in to family/house groups who take their names and sigils from the creatures of the region (bear/narwhal/walrus). The families tend to make large longhall/strongholds their homes where they live as single family units and support their clan through fishing, raiding, and where the scant country allows, agriculture. &lt;br /&gt;
The neighbours to the north make their existence on the icy tundra. To keep pace with the changing seasons and landscapes that follow them, these people are semi-nomadic. Their ability to &amp;lt;walk with the seasons&amp;gt; allows them to pursue the most generous bounty of the land as the season changes. Many have semi-permanent dwellings &amp;lt;subterranean?&amp;gt; in the vales or in the heartland that they retreat to in the dead of winter.&lt;br /&gt;
Some peoples – indeed of both ilk, have sought out a better life in the fiercely contested heartland. This area is dominated by a network of rivers and valleys which result in a relatively fertile area. Dwellers of the heartland tend to agglomerate their houses into townships or cities where house patriarchal rule is replaced by kingship or council decree. This affords them the extra protection required to weather out the fighting that comes from being in a fixed location, vying for the best land.&lt;br /&gt;
The narrow peninsula &amp;lt;&amp;gt; that joins the North to the main continent to the east &amp;lt;&amp;gt; is a strongpoint. &lt;br /&gt;
&lt;br /&gt;
=The West=&lt;br /&gt;
The western jungles of the continent, better known as the Wildlands, are rich in resources and life and have long been the target for colonization by the people of The Continent, however due to widespread disease in the region no formal settlement has been made. The people of the Wildlands live in small communities and are an extremely superstitious group, often Wildland elders will warn children not to venture too deep into the forest least they be taken by some beast or worse yet by one of the Plagued who are believed to reside in the area.&lt;br /&gt;
&lt;br /&gt;
==The Plagued==&lt;br /&gt;
The Plagued are a group of savage people living in small tribes in the western Wildlands of the continent. It is believed by the Wildland people that the Plagued are a cursed people who have an innate urge to act on their evil whims. Often the Plagued are cited as the cause for any misfortune that may occur in a Wildlands settlement. Whether it be the disappearance of a community member or just a failed hunt the Plagued are almost certainly the cause of these misfortunes.&lt;br /&gt;
&lt;br /&gt;
=Redsands=&lt;br /&gt;
A region on the far side of the  &amp;lt;open sea to the east&amp;gt;. The region is bound by the &amp;lt;SEA&amp;gt; to the west and a range of mountains &amp;lt;the ranges&amp;gt; to the north and west. The giants stair leads up to the top of the range where the &amp;lt;plateu, mesa..&amp;gt; overlooks the region. The region takes its name from the rich red sands of the vast deserts there – however contrary to what should seem, the sands are very rich and fertile and it is only the lack of water that makes them so barren. Cunning irrigation systems have allowed the communitites of redsands are able to cultivate the land successfully.&lt;br /&gt;
Redsands is also the name of the most prominent town in the region. A bustling harbour town, originally a human settlement but taken over by seafaring dwarves &amp;lt;&amp;gt; at some stage during the &amp;lt;&amp;gt; war.&lt;/div&gt;</summary>
		<author><name>Kingoftheblind</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kingdom_of_the_blind:Thalweg&amp;diff=277524</id>
		<title>Kingdom of the blind:Thalweg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kingdom_of_the_blind:Thalweg&amp;diff=277524"/>
		<updated>2015-02-08T00:56:28Z</updated>

		<summary type="html">&lt;p&gt;Kingoftheblind: Created page with &amp;quot;Category:Kingdom_of_the_blind This is the wiki for a campaign based in the Kingdom of the Blind in the land of ice and snow, far to the North.  ==Wullmaan== A remote town ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Kingdom_of_the_blind]]&lt;br /&gt;
This is the wiki for a campaign based in the Kingdom of the Blind in the land of ice and snow, far to the North.&lt;br /&gt;
&lt;br /&gt;
==Wullmaan==&lt;br /&gt;
A remote town in the far North of the  &amp;lt;...&amp;gt; mountains.&lt;br /&gt;
The town is an outpost in the wilderness, a frontier town.&lt;br /&gt;
It is known for its mining, rare ice pearls and heartwood.&lt;br /&gt;
Wullmaan is accessed through Hellsong pass to the east or the &#039;Ice river trail&#039; to the south-west&lt;br /&gt;
&lt;br /&gt;
==The Ice river trail==&lt;br /&gt;
The Ice river trail joins Wullman in the mountains to the fishing/whaling port of Abbleton on the Rimy Coast.&lt;br /&gt;
The trail leads from the mountains, through the foothills, across shifting ice sheets and rivers, over the Snowplains, amongst the tundra, into alpine forest and to the coast.&lt;br /&gt;
&lt;br /&gt;
==People==&lt;br /&gt;
Tor&lt;br /&gt;
Graydon&lt;br /&gt;
Lleyan&lt;br /&gt;
Aon&lt;br /&gt;
Frenz&lt;br /&gt;
Grymm&lt;br /&gt;
Rood&lt;br /&gt;
Dardek&lt;br /&gt;
Jacobsen&lt;/div&gt;</summary>
		<author><name>Kingoftheblind</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kingdom_of_the_blind:Main_page&amp;diff=277523</id>
		<title>Kingdom of the blind:Main page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kingdom_of_the_blind:Main_page&amp;diff=277523"/>
		<updated>2015-02-08T00:55:16Z</updated>

		<summary type="html">&lt;p&gt;Kingoftheblind: /* Drune */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Kingdom of the Blind is a game setting created by the independent gaming group, CoRPSe.&lt;br /&gt;
&lt;br /&gt;
=The Continent=&lt;br /&gt;
==Port==&lt;br /&gt;
The city of port is a thriving trade hub on the &amp;lt;thunder&amp;gt; cape, in the south east of &amp;lt;content/nation&amp;gt;. Port is governed by an elected mayor and council, though there is much to be said for the influence of a few notable families, and any trader wealthy enough to influence theirs. There are &amp;lt;2/3/4&amp;gt; major houses in port, the &amp;lt;Briganedes&amp;gt;, &amp;lt;Marsouches&amp;gt; and &amp;lt;Relucents&amp;gt;; each with there own particular history in the region. &lt;br /&gt;
The city thrives on trade, primary the export of tropical goods (fruit, spice, …&amp;gt;). There are sea passages the east (islands, redsands) the north (Wayfair,) and south &amp;lt;exotic arby&amp;gt; and land routes to the east. The north is a &amp;lt;gathering arm&amp;gt; where goods are sourced from, but little trade occurs to the north (bordered by drune).&lt;br /&gt;
==Drune==&lt;br /&gt;
[[Kingdom_of_the_blind:Drune]]&lt;br /&gt;
&lt;br /&gt;
=Pita Pata Pita=&lt;br /&gt;
A seaborne people who travel as a mass of ships and rafts. Where the &#039;Kingdom&#039; is at any point varies. The people are originally from the far south-west but have absorbed those of other races and creeds throughout their travels. The people lead a nauti-nomadic lifestyle and the word &#039;kingdom&#039; may be misleading. At any time a band of people may be lead by a Matriarch or Patriarch who set the course of the fleet. They will act as leader until the majority decide that the winds they are sailing are not the right ones.&lt;br /&gt;
&lt;br /&gt;
While not a military people, Pita Pata Pita has become embroiled in conflicts and fight fiercely to defend their way of life.&lt;br /&gt;
&lt;br /&gt;
Pita pata pita refers to the largest band. The people are known as  ___ which means children of the sea.&lt;br /&gt;
&lt;br /&gt;
=Wayfair=&lt;br /&gt;
Wayfair is a floating city that lies far off the coast of (?) it is a free city under the rule of none and acts as a trade hub, pitstop, and refuge. Intellectuals etc.&lt;br /&gt;
The city itself is built of an accumulation of floating peirs and barges, anchored to a (very) small island that is only exposed at the lowest of tides (festival of the tides, a few times per year). The city is surrounded by a palisade and is predominantly low buldings with the exception of a few taller structures such as the mages guilde Sapphire and the council of wayfiar.&lt;br /&gt;
&lt;br /&gt;
=The North=&lt;br /&gt;
The icy region to the north of the sea is dominated by two distinct cultures stemming from the same race. &lt;br /&gt;
The coastal dwelling  &amp;lt;&amp;gt; make their homes amongst the rocky islands of the south, the craggy cliffs of the mainland and it’s narrow fjords. The &amp;lt;&amp;gt; are separated in to family/house groups who take their names and sigils from the creatures of the region (bear/narwhal/walrus). The families tend to make large longhall/strongholds their homes where they live as single family units and support their clan through fishing, raiding, and where the scant country allows, agriculture. &lt;br /&gt;
The neighbours to the north make their existence on the icy tundra. To keep pace with the changing seasons and landscapes that follow them, these people are semi-nomadic. Their ability to &amp;lt;walk with the seasons&amp;gt; allows them to pursue the most generous bounty of the land as the season changes. Many have semi-permanent dwellings &amp;lt;subterranean?&amp;gt; in the vales or in the heartland that they retreat to in the dead of winter.&lt;br /&gt;
Some peoples – indeed of both ilk, have sought out a better life in the fiercely contested heartland. This area is dominated by a network of rivers and valleys which result in a relatively fertile area. Dwellers of the heartland tend to agglomerate their houses into townships or cities where house patriarchal rule is replaced by kingship or council decree. This affords them the extra protection required to weather out the fighting that comes from being in a fixed location, vying for the best land.&lt;br /&gt;
The narrow peninsula &amp;lt;&amp;gt; that joins the North to the main continent to the east &amp;lt;&amp;gt; is a strongpoint. &lt;br /&gt;
&lt;br /&gt;
=The West=&lt;br /&gt;
The western jungles of the continent, better known as the Wildlands, are rich in resources and life and have long been the target for colonization by the people of The Continent, however due to widespread disease in the region no formal settlement has been made. The people of the Wildlands live in small communities and are an extremely superstitious group, often Wildland elders will warn children not to venture too deep into the forest least they be taken by some beast or worse yet by one of the Plagued who are believed to reside in the area.&lt;br /&gt;
&lt;br /&gt;
==The Plagued==&lt;br /&gt;
The Plagued are a group of savage people living in small tribes in the western Wildlands of the continent. It is believed by the Wildland people that the Plagued are a cursed people who have an innate urge to act on their evil whims. Often the Plagued are cited as the cause for any misfortune that may occur in a Wildlands settlement. Whether it be the disappearance of a community member or just a failed hunt the Plagued are almost certainly the cause of these misfortunes.&lt;br /&gt;
&lt;br /&gt;
=Redsands=&lt;br /&gt;
A region on the far side of the  &amp;lt;open sea to the east&amp;gt;. The region is bound by the &amp;lt;SEA&amp;gt; to the west and a range of mountains &amp;lt;the ranges&amp;gt; to the north and west. The giants stair leads up to the top of the range where the &amp;lt;plateu, mesa..&amp;gt; overlooks the region. The region takes its name from the rich red sands of the vast deserts there – however contrary to what should seem, the sands are very rich and fertile and it is only the lack of water that makes them so barren. Cunning irrigation systems have allowed the communitites of redsands are able to cultivate the land successfully.&lt;br /&gt;
Redsands is also the name of the most prominent town in the region. A bustling harbour town, originally a human settlement but taken over by seafaring dwarves &amp;lt;&amp;gt; at some stage during the &amp;lt;&amp;gt; war.&lt;/div&gt;</summary>
		<author><name>Kingoftheblind</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kingdom_of_the_blind:Drune&amp;diff=277522</id>
		<title>Kingdom of the blind:Drune</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kingdom_of_the_blind:Drune&amp;diff=277522"/>
		<updated>2015-02-08T00:54:48Z</updated>

		<summary type="html">&lt;p&gt;Kingoftheblind: Created page with &amp;quot;=Drune= While Drune is entirely within the continent it is a distinctly different region both geographically and socially therefore warrants a separate entry.  ==Society== Dru...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Drune=&lt;br /&gt;
While Drune is entirely within the continent it is a distinctly different region both geographically and socially therefore warrants a separate entry.&lt;br /&gt;
&lt;br /&gt;
==Society==&lt;br /&gt;
Drunish rule is roughly summarised as a collection of independent Lords who have tenuous standing agreements between them and their people.&lt;br /&gt;
The vast majority of the population live in serfdom under their lords who in turn, offer them use of their land and protection.&lt;br /&gt;
The population..&lt;br /&gt;
&lt;br /&gt;
===xxxx (Lords)===&lt;br /&gt;
Rule, inheritence or blood, or taken&lt;br /&gt;
&lt;br /&gt;
===Warlocks===&lt;br /&gt;
Magic is revered and held above all else except perhaps the Lords.&lt;br /&gt;
Most lords keep a sorcerer, warlock or in some cases conclave of magic users to do their bidding.&lt;br /&gt;
Sorcerers are primarily kept for their powers in warfare - the stronger the magic presence the more powerful the lord is considered. Battles are won and lost by the actions of Warlocks whose powers can devastate the heavily armoured Noughts.&lt;br /&gt;
Their powers are also turned towards settling disputes, predicting the future, influencing climates, cropping, influencing others and a myriad of everyday practical uses.&lt;br /&gt;
Warlocks often find themselves in a powerful role at the right hand of a ruler as an advisor and 2IC. The ritualised ways of warlocks lend them a religious following by some.&lt;br /&gt;
&lt;br /&gt;
use their powers for warfare&lt;br /&gt;
Akin to bishops in feudal age, control magic&lt;br /&gt;
use magic for power,&lt;br /&gt;
also for getting things done&lt;br /&gt;
&lt;br /&gt;
===Nought (Knight)===&lt;br /&gt;
The warrior class.&lt;br /&gt;
It is not typical for the average person to be trained in weaponry let alone own any. This makes Noughts a particularly powerful force to be reckoned with. Trained, armoured and mounted Noughts make mincemeat of those unfortunate enough to get in their way.&lt;br /&gt;
&lt;br /&gt;
Noughtdom is earned from an order through years of services and by completing a series a quests or challenges. The challenges and quests vary between every order.&lt;br /&gt;
&lt;br /&gt;
Noughts are ultimately answerable to their order but in reality are given a lot of free reign. Often groups of Noughts will serve  their liege Lord.&lt;br /&gt;
&lt;br /&gt;
====Order of the ...====&lt;br /&gt;
&lt;br /&gt;
===Corsairs===&lt;br /&gt;
These warriors are not of the standing to be Noughts but can at times form a useful part of a Loard&#039;s army.&lt;br /&gt;
They tend to be experts in woodcraft and survival and although not disciplined, skilled and tactical in combat.&lt;br /&gt;
Bands of corsairs roam under Outlaw Chiefs serving their own ends. Some noble, but more often not. Corsairs will turn mercenary for the right price or if threatened correctly.&lt;br /&gt;
&lt;br /&gt;
===Drudge===&lt;br /&gt;
Those subdued by spellcraft, enchantment, or chemical means who serve in a Lord&#039;s army.&lt;br /&gt;
They are often criminals, prisoners of war or captive slaves.&lt;br /&gt;
They form the front line as disposable soldiers.&lt;br /&gt;
They are more popular in the west of Drune particularly house XX..&lt;br /&gt;
&lt;br /&gt;
===Houses===&lt;br /&gt;
Noble houses of mention:&lt;br /&gt;
&lt;br /&gt;
==Magic==&lt;br /&gt;
Magic is kept tightly controlled by both the warlocks who use it and the ruling class.&lt;br /&gt;
In most instances it is forbidden for anyone to use magic - except the warlock.&lt;br /&gt;
In this way magic is tightly controlled and made more powerful by its scarcity.&lt;br /&gt;
It can be punishable by death to be found with magical apparatus or anything associated with the learning or practice of magic. &lt;br /&gt;
Some rules will turn a blind eye to more mundane magical items.&lt;br /&gt;
&lt;br /&gt;
===Views===&lt;br /&gt;
The ruling class enjoy the privilege of magic and having it at their beck and call, but are ever fearful that the warlocks will become too powerful. this is why the number of magic users is kept to a minimum and they are closely watched.&lt;br /&gt;
&lt;br /&gt;
Warlocks tend to lust for power and enjoy the monopoly they hold. they fear should the common man ever threaten to replace them. &lt;br /&gt;
&lt;br /&gt;
Most of the populace fear magic and its users, and rightly so.&lt;br /&gt;
&lt;br /&gt;
===Seekers===&lt;br /&gt;
Some of the populace covet magic for themselves. There are even those that seek out the arts and attempt to learn them in secret.&lt;br /&gt;
&lt;br /&gt;
===Reckoners===&lt;br /&gt;
Some want rid of it entirely and would sooner see all magic destroyed as a means of rebalancing the powers.&lt;br /&gt;
&lt;br /&gt;
==Swords and Dysentery==&lt;br /&gt;
Both are rife,&lt;br /&gt;
weapons are rare for normal people&lt;br /&gt;
armour rarer&lt;br /&gt;
this makes knights deadly&lt;br /&gt;
disease is too&lt;br /&gt;
&lt;br /&gt;
==Geography==&lt;br /&gt;
Mountains, marshes, deserts&lt;br /&gt;
===Blight Marsh===&lt;br /&gt;
50 experience points! + 1 per word (max 100)&lt;br /&gt;
===Plaguelands===&lt;br /&gt;
50 experience points! + 1 per word (max 100)&lt;br /&gt;
===Ghostpines===&lt;br /&gt;
50 experience points! + 1 per word (max 100)&lt;br /&gt;
===Peaks===&lt;br /&gt;
50 experience points! + 1 per word (max 100)&lt;br /&gt;
===The Earth Scar===&lt;br /&gt;
50 experience points! + 1 per word (max 100)&lt;br /&gt;
===Black wastes===&lt;br /&gt;
50 experience points! + 1 per word (max 100)&lt;br /&gt;
===River===&lt;br /&gt;
50 experience points! + 1 per word (max 100)&lt;/div&gt;</summary>
		<author><name>Kingoftheblind</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kingdom_of_the_blind:Main_page&amp;diff=277521</id>
		<title>Kingdom of the blind:Main page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kingdom_of_the_blind:Main_page&amp;diff=277521"/>
		<updated>2015-02-08T00:52:40Z</updated>

		<summary type="html">&lt;p&gt;Kingoftheblind: Created page with &amp;quot;Kingdom of the Blind is a game setting created by the independent gaming group, CoRPSe.  =The Continent= ==Port== The city of port is a thriving trade hub on the &amp;lt;thunder&amp;gt; cap...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Kingdom of the Blind is a game setting created by the independent gaming group, CoRPSe.&lt;br /&gt;
&lt;br /&gt;
=The Continent=&lt;br /&gt;
==Port==&lt;br /&gt;
The city of port is a thriving trade hub on the &amp;lt;thunder&amp;gt; cape, in the south east of &amp;lt;content/nation&amp;gt;. Port is governed by an elected mayor and council, though there is much to be said for the influence of a few notable families, and any trader wealthy enough to influence theirs. There are &amp;lt;2/3/4&amp;gt; major houses in port, the &amp;lt;Briganedes&amp;gt;, &amp;lt;Marsouches&amp;gt; and &amp;lt;Relucents&amp;gt;; each with there own particular history in the region. &lt;br /&gt;
The city thrives on trade, primary the export of tropical goods (fruit, spice, …&amp;gt;). There are sea passages the east (islands, redsands) the north (Wayfair,) and south &amp;lt;exotic arby&amp;gt; and land routes to the east. The north is a &amp;lt;gathering arm&amp;gt; where goods are sourced from, but little trade occurs to the north (bordered by drune).&lt;br /&gt;
==Drune==&lt;br /&gt;
[[Kingdomoftheblind:Drune]]&lt;br /&gt;
&lt;br /&gt;
=Pita Pata Pita=&lt;br /&gt;
A seaborne people who travel as a mass of ships and rafts. Where the &#039;Kingdom&#039; is at any point varies. The people are originally from the far south-west but have absorbed those of other races and creeds throughout their travels. The people lead a nauti-nomadic lifestyle and the word &#039;kingdom&#039; may be misleading. At any time a band of people may be lead by a Matriarch or Patriarch who set the course of the fleet. They will act as leader until the majority decide that the winds they are sailing are not the right ones.&lt;br /&gt;
&lt;br /&gt;
While not a military people, Pita Pata Pita has become embroiled in conflicts and fight fiercely to defend their way of life.&lt;br /&gt;
&lt;br /&gt;
Pita pata pita refers to the largest band. The people are known as  ___ which means children of the sea.&lt;br /&gt;
&lt;br /&gt;
=Wayfair=&lt;br /&gt;
Wayfair is a floating city that lies far off the coast of (?) it is a free city under the rule of none and acts as a trade hub, pitstop, and refuge. Intellectuals etc.&lt;br /&gt;
The city itself is built of an accumulation of floating peirs and barges, anchored to a (very) small island that is only exposed at the lowest of tides (festival of the tides, a few times per year). The city is surrounded by a palisade and is predominantly low buldings with the exception of a few taller structures such as the mages guilde Sapphire and the council of wayfiar.&lt;br /&gt;
&lt;br /&gt;
=The North=&lt;br /&gt;
The icy region to the north of the sea is dominated by two distinct cultures stemming from the same race. &lt;br /&gt;
The coastal dwelling  &amp;lt;&amp;gt; make their homes amongst the rocky islands of the south, the craggy cliffs of the mainland and it’s narrow fjords. The &amp;lt;&amp;gt; are separated in to family/house groups who take their names and sigils from the creatures of the region (bear/narwhal/walrus). The families tend to make large longhall/strongholds their homes where they live as single family units and support their clan through fishing, raiding, and where the scant country allows, agriculture. &lt;br /&gt;
The neighbours to the north make their existence on the icy tundra. To keep pace with the changing seasons and landscapes that follow them, these people are semi-nomadic. Their ability to &amp;lt;walk with the seasons&amp;gt; allows them to pursue the most generous bounty of the land as the season changes. Many have semi-permanent dwellings &amp;lt;subterranean?&amp;gt; in the vales or in the heartland that they retreat to in the dead of winter.&lt;br /&gt;
Some peoples – indeed of both ilk, have sought out a better life in the fiercely contested heartland. This area is dominated by a network of rivers and valleys which result in a relatively fertile area. Dwellers of the heartland tend to agglomerate their houses into townships or cities where house patriarchal rule is replaced by kingship or council decree. This affords them the extra protection required to weather out the fighting that comes from being in a fixed location, vying for the best land.&lt;br /&gt;
The narrow peninsula &amp;lt;&amp;gt; that joins the North to the main continent to the east &amp;lt;&amp;gt; is a strongpoint. &lt;br /&gt;
&lt;br /&gt;
=The West=&lt;br /&gt;
The western jungles of the continent, better known as the Wildlands, are rich in resources and life and have long been the target for colonization by the people of The Continent, however due to widespread disease in the region no formal settlement has been made. The people of the Wildlands live in small communities and are an extremely superstitious group, often Wildland elders will warn children not to venture too deep into the forest least they be taken by some beast or worse yet by one of the Plagued who are believed to reside in the area.&lt;br /&gt;
&lt;br /&gt;
==The Plagued==&lt;br /&gt;
The Plagued are a group of savage people living in small tribes in the western Wildlands of the continent. It is believed by the Wildland people that the Plagued are a cursed people who have an innate urge to act on their evil whims. Often the Plagued are cited as the cause for any misfortune that may occur in a Wildlands settlement. Whether it be the disappearance of a community member or just a failed hunt the Plagued are almost certainly the cause of these misfortunes.&lt;br /&gt;
&lt;br /&gt;
=Redsands=&lt;br /&gt;
A region on the far side of the  &amp;lt;open sea to the east&amp;gt;. The region is bound by the &amp;lt;SEA&amp;gt; to the west and a range of mountains &amp;lt;the ranges&amp;gt; to the north and west. The giants stair leads up to the top of the range where the &amp;lt;plateu, mesa..&amp;gt; overlooks the region. The region takes its name from the rich red sands of the vast deserts there – however contrary to what should seem, the sands are very rich and fertile and it is only the lack of water that makes them so barren. Cunning irrigation systems have allowed the communitites of redsands are able to cultivate the land successfully.&lt;br /&gt;
Redsands is also the name of the most prominent town in the region. A bustling harbour town, originally a human settlement but taken over by seafaring dwarves &amp;lt;&amp;gt; at some stage during the &amp;lt;&amp;gt; war.&lt;/div&gt;</summary>
		<author><name>Kingoftheblind</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kingdomoftheblind:Thalweg&amp;diff=277514</id>
		<title>Kingdomoftheblind:Thalweg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kingdomoftheblind:Thalweg&amp;diff=277514"/>
		<updated>2015-02-07T22:36:43Z</updated>

		<summary type="html">&lt;p&gt;Kingoftheblind: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the wiki for a campaign based in the kingdom of the blind in the land of ice and snow, far to the North.&lt;br /&gt;
&lt;br /&gt;
==Wullmaan==&lt;br /&gt;
A remote town in the far North of the  &amp;lt;...&amp;gt; mountains.&lt;br /&gt;
The town is an outpost in the wilderness, a frontier town.&lt;br /&gt;
It is known for its mining, rare ice pearls and heartwood.&lt;br /&gt;
Wullmaan is accessed through Hellsong pass to the east or the &#039;Ice river trail&#039; to the south-west&lt;br /&gt;
&lt;br /&gt;
==The Ice river trail==&lt;br /&gt;
The Ice river trail joins Wullman in the mountains to the fishing/whaling port of Abbleton on the Rimy Coast.&lt;br /&gt;
The trail leads from the mountains, through the foothills, across shifting ice sheets and rivers, over the Snowplains, amongst the tundra, into alpine forest and to the coast.&lt;br /&gt;
&lt;br /&gt;
==People==&lt;br /&gt;
Tor&lt;br /&gt;
Graydon&lt;br /&gt;
Lleyan&lt;br /&gt;
Aon&lt;br /&gt;
Frenz&lt;br /&gt;
Grymm&lt;br /&gt;
Rood&lt;br /&gt;
Dardek&lt;br /&gt;
Jacobsen&lt;/div&gt;</summary>
		<author><name>Kingoftheblind</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kingdomoftheblind:Thalweg&amp;diff=277513</id>
		<title>Kingdomoftheblind:Thalweg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kingdomoftheblind:Thalweg&amp;diff=277513"/>
		<updated>2015-02-07T22:29:19Z</updated>

		<summary type="html">&lt;p&gt;Kingoftheblind: Created page with &amp;quot;This is the wiki for a campaign based in the kingdom of the blind in the land of ice and snow, far to the North.  ==Wullmaan== A remote town in the far North of the  &amp;lt;...&amp;gt; mou...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the wiki for a campaign based in the kingdom of the blind in the land of ice and snow, far to the North.&lt;br /&gt;
&lt;br /&gt;
==Wullmaan==&lt;br /&gt;
A remote town in the far North of the  &amp;lt;...&amp;gt; mountains.&lt;br /&gt;
The town is an outpost in the wilderness, a frontier town.&lt;br /&gt;
It is known for its mining, rare ice pearls and heartwood.&lt;br /&gt;
Wullmaan is accessed through Hellsong pass to the east or the &#039;Ice river trail&#039; to the south-west&lt;br /&gt;
&lt;br /&gt;
==The Ice river trail==&lt;/div&gt;</summary>
		<author><name>Kingoftheblind</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Steadra:Main_Page&amp;diff=264921</id>
		<title>Steadra:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Steadra:Main_Page&amp;diff=264921"/>
		<updated>2014-06-04T12:40:20Z</updated>

		<summary type="html">&lt;p&gt;Kingoftheblind: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Cauldarous=&lt;br /&gt;
Capital city of the Draic empire.&lt;br /&gt;
The cityscape twists and winds like tree roots. The streets themselves like creeper vines snake upwards to the Grand Hill, on top of which the Tree itself grows.&lt;br /&gt;
From anywhere in the city, the reaching branches of the mighty tree can be seen, spanning over the Royal Palace and casting their shadow over the Seeker&#039;s Hall.&lt;br /&gt;
&lt;br /&gt;
The city itself is partitioned by the bulging roots of the grand Tree. It is from these enormous roots that the stylised high rise buildings of the Draic empire  are derived. (Are the buildings based on the roots, or are their foundations on the roots.&lt;br /&gt;
&lt;br /&gt;
These structures stretch upwards towards the heavens beyond what would seem possible to create. The Draic architects have used the natural foundation formed by the tree and concepts from the natural world in their engineering designs.&lt;br /&gt;
The structures celebrate the beauty of the tree, rather than detract from it, both in design and construction.&lt;br /&gt;
(more design notes?)&lt;br /&gt;
&lt;br /&gt;
The largest of these roots cut through the city, and it is by these behemoths that the city is separated into sectors and the populace defined.&lt;br /&gt;
Each of these sectors houses a subset of the population:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Where did the tree come from?&lt;br /&gt;
Are there others like it? (with cities there?)&lt;br /&gt;
Why did they build their city here?&lt;br /&gt;
Where came the castes from?&lt;br /&gt;
Why is there royalty? (Monarchs?)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Give each sector UNIQUE features.&lt;br /&gt;
A sector HQ&lt;br /&gt;
A famous LANDMARK, an architectural style?&lt;br /&gt;
A ritual? Sport? Food/ or drink. Pastime.&lt;br /&gt;
Perhaps there are only gambling dens in the &#039;Fold of the hand&#039;&lt;br /&gt;
(maybe call the sectors &#039;folds&#039;, ie the fold between the roots)&lt;br /&gt;
Is it possible that the dutiful workers of the LAND gather every morning to watch the SUNRISE and break bread together with their neighbours.&lt;br /&gt;
&lt;br /&gt;
Draw a mind map of how the sectors interact &lt;br /&gt;
- geographically how do you pass between them.&lt;br /&gt;
Are there gates? Suspended rope bridges? Stone viaducts?&lt;br /&gt;
- how do they interact socially&lt;br /&gt;
who rules who?&lt;br /&gt;
can one travel between them?&lt;br /&gt;
do the servants of the blade sneak into the &amp;quot;Fold of Plenty&amp;quot; to carous with farmers daughters?&lt;br /&gt;
is the royal quarter fiercly gaurded? or visited like a museum or church?&lt;br /&gt;
- what about economics?&lt;br /&gt;
Goods must flow between the quarters, but how? and why?&lt;br /&gt;
Who pays for the garrisons, even though they do not contribute?&lt;br /&gt;
What kind of communism is this?&lt;br /&gt;
&lt;br /&gt;
==Royalty== (Royal houses?)&lt;br /&gt;
Where do they come form?&lt;br /&gt;
Inherited?&lt;br /&gt;
Is there a council?&lt;br /&gt;
Why do others revere them so.&lt;br /&gt;
&lt;br /&gt;
==Workers of the Hand==&lt;br /&gt;
Builders and Artificers(Workers of the Hand)&lt;br /&gt;
What makes them more skilled&lt;br /&gt;
What crafts are unique/famous&lt;br /&gt;
How are they ruled&lt;br /&gt;
&lt;br /&gt;
==Servants of the Blade==&lt;br /&gt;
Warriors(Workers of War?)&lt;br /&gt;
How do they fight, signature weapons, tactics, famous battle&lt;br /&gt;
Who leads them, how is this caste run (selected, trained)&lt;br /&gt;
&lt;br /&gt;
=Workers of the Land=&lt;br /&gt;
The farmers and producers.&lt;br /&gt;
What goods and products are MOST famous.&lt;br /&gt;
How is this caste ruled (by them, or by another caste)&lt;br /&gt;
&lt;br /&gt;
==The Seekers==&lt;br /&gt;
The Seekers(and maybe royal family?) are the only ones that do not live by the roots. Instead live by the Tree itself.(On the Grand Hill)&lt;br /&gt;
Does anyone live IN the tree?&lt;br /&gt;
&lt;br /&gt;
==The Burrows==&lt;br /&gt;
&#039;&#039;Is there perhaps an undercity, that mirrors the city in the surface.&lt;br /&gt;
Built as a series of tunnels in and around the network of roots, with something at its heart (a great cavern? an ore body, a crystal?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The burrows house the seedy folk / secret societies etc?&lt;br /&gt;
Are they known, or secret?&lt;/div&gt;</summary>
		<author><name>Kingoftheblind</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Steadra:Main_Page&amp;diff=264920</id>
		<title>Steadra:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Steadra:Main_Page&amp;diff=264920"/>
		<updated>2014-06-04T12:23:41Z</updated>

		<summary type="html">&lt;p&gt;Kingoftheblind: Created page with &amp;quot;=Cauldarous= Capital city of the Draic empire. The cityscape twists and winds like tree roots. The streets themselves like creeper vines snake upwards to the Grand Hill, on to...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Cauldarous=&lt;br /&gt;
Capital city of the Draic empire.&lt;br /&gt;
The cityscape twists and winds like tree roots. The streets themselves like creeper vines snake upwards to the Grand Hill, on top of which the Tree itself grows.&lt;br /&gt;
From anywhere in the city, the reaching branches of the mighty tree can be seen, spanning over the Royal Palace and casting their shadow over the Seeker&#039;s Hall.&lt;br /&gt;
&lt;br /&gt;
The city itself is partitioned by the bulging roots of the grand Tree. It is from these enormous roots that the stylised high rise buildings of the Draic empire  are derived. (Are the buildings based on the roots, or are their foundations on the roots.&lt;br /&gt;
&lt;br /&gt;
These structures stretch upwards towards the heavens beyond what would seem possible to create. The Draic architects have used the natural foundation formed by the tree and concepts from the natural world in their engineering designs.&lt;br /&gt;
The structures celebrate the beauty of the tree, rather than detract from it, both in design and construction.&lt;br /&gt;
(more design notes?)&lt;br /&gt;
&lt;br /&gt;
The largest of these roots cut through the city, and it is by these behemoths that the city is separated into sectors and the populace defined.&lt;br /&gt;
Each of these sectors houses a subset of the population:&lt;br /&gt;
&lt;br /&gt;
==Royalty== (Royal houses?)&lt;br /&gt;
&lt;br /&gt;
==Workers of the Hand==&lt;br /&gt;
Builders and Artificers(Workers of the Hand)&lt;br /&gt;
&lt;br /&gt;
==Servants of the Blade==&lt;br /&gt;
Warriors(Workers of War?)&lt;br /&gt;
Workers of the Land   &lt;br /&gt;
&lt;br /&gt;
==The Seekers==&lt;br /&gt;
The Seekers(and maybe royal family?) are the only ones that do not live by the roots. Instead live by the Tree itself.(On the Grand Hill)&lt;br /&gt;
&lt;br /&gt;
==The Undercity==&lt;/div&gt;</summary>
		<author><name>Kingoftheblind</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kingdomoftheblind:Main_page&amp;diff=260943</id>
		<title>Kingdomoftheblind:Main page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kingdomoftheblind:Main_page&amp;diff=260943"/>
		<updated>2014-03-18T10:51:17Z</updated>

		<summary type="html">&lt;p&gt;Kingoftheblind: Created page with &amp;quot;Kingdom of the Blind is a game setting created by the independent gaming group, CoRPSe.  =The Continent=  =Pita Pata Pita=  =Wayfair= Wayfair is a floating city that lies far ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Kingdom of the Blind is a game setting created by the independent gaming group, CoRPSe.&lt;br /&gt;
&lt;br /&gt;
=The Continent=&lt;br /&gt;
&lt;br /&gt;
=Pita Pata Pita=&lt;br /&gt;
&lt;br /&gt;
=Wayfair=&lt;br /&gt;
Wayfair is a floating city that lies far off the coast of (?) it is a free city under the rule of none and acts as a trade hub, pitstop, and refuge. Intellectuals etc.&lt;br /&gt;
The city itself is built of an accumulation of floating peirs and barges, anchored to a (very) small island that is only exposed at the lowest of tides (festival of the tides, a few times per year). The city is surrounded by a palisade and is predominantly low buldings with the exception of a few taller structures such as the mages guilde Sapphire and the council of wayfiar.&lt;br /&gt;
&lt;br /&gt;
=The North=&lt;br /&gt;
&lt;br /&gt;
=Drune=&lt;br /&gt;
&lt;br /&gt;
=The West=&lt;/div&gt;</summary>
		<author><name>Kingoftheblind</name></author>
	</entry>
</feed>