
Gillius

Gillius is one of the most diverse lands in Garn, despite the
efforts and considerable influence of the Golden Order of
Astron.
During the Chaos War, a siege of orcs had fallen on Gillius,
quickly sacking Port Bay and ready to move on Cliffhaven,
itself. But the Chieftan of the orc forces discovered that the
forces of the Queen of Chaos was already at work at creating a
swath of disease and destruction leading towards Cliffhaven.
Deciding their was no honor in this battle and, Orcish tales tell,
being commanded and blessed by Gruush, himself, the orc
Chief sided with the people of Gillius and for the first time in
ages (or, perhaps, ever) orcs, dwarves, and humans fought
together to push back the Queen of Chaos' forces.
After the Chaos War was decided, Mishka the Wolfspider
destroyed and the Queen of Chaos pushed back into the Abyss,
the peoples of Gillius (if a little grugingly) accepted the orcs as
neighbors in Gillius and Port Bay was renamed and given to the
orcs as the spoils of war.
Though the Gillius halflings moved a little further South from
the now orc owned port town, it has been mostly peceful over
the centuries despite some feuds here and there.
Some orcs have even been converted to the Church in Gillius, making powerful and welcome paqladins among the Golden Order of Astron.
Gillius, depite having a show of the Church both in Cliffhaven and Southport, is a fairly independant land, with the Lady Catelynne Ashmere ruling Cliffhaven and the North Gillius region (except for the orcs of course) and
Lord Claude Ramont III overseeing Southport and the regions of South Gillius.
Aside from the orcs, the halflings, the dwarves, and humans there is also a small comuity of gnomes as well as the nomadic Painted People in their colorful caravans, the Church being too busy with orcs and pirates to pay them much heed (this isn't Auroria, after all) and other peoples from elsewhere in the world who have come to make their fortune and life in Gillius.
But Gillius is not only more diverse but also more dangerous with more wild, uptrolled areas such as Mother Greentooth's Swamp or the Dragonspine Mountains (with its very apt name).
Gillius is also the hub of the Western world with connecting ships to the Royal lnd of Auroria, the great green lands of Raenatha, the less hospitable Sarvania, and even Sargoth and beyond to the Mysterious East.
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Cliffhaven
Lady Catelynne Ashmere, the eighth Ashmere to rule Cliffhaven
after the Delaquoix family was found lacking as leaders and, with
the will of the people, ousted from power.
Lady Catelynne, some say, is a born leader, able to meet and deal
with the Golden Order of Astron (and making the Church feel
accoplished as she does) while balancing the near demands of
what she sees as religious fanatics with the continued freedom
for the people of both North and South Gillius.
Lady Ashmere meets often with Lord Claude Ramont III of South
Gillius quite often, the man typically heeding the younger
woman's aqdvice and wisdom, realizing who the expert is in the
field of politics (plus, it is rumored, the pampered Lord tries to
keep eyes off of him as much as possible due to his less than
favorable practices and dealing with shadier folk).
Lady Ashmere is attended to by her advisor, the sorceress known
as Agatha the Ancient, not called the Ancient because of her
wisdo or exceptional power but bTecause of how old and withered
the woman is, serving the Ashmeres for generations it is
whispered.
Sir Gerard Hawthorne is not as old as Agatha the Ancient but he
is more than a few decades older than Lady Ashmre, herself and he is very respected in all things military as well as having to do with security. The Church tries to replace the older knight with a pldin of their Order but thus far Lady Ashmere has politely declined.
Aside from the Manse Ashmere and Agatha's Tower where the aging sorceress takes up residence, there are several other points of interest in the mountainside city.
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The Official Quarter
The Official Quarter makes up the Old City Hall, one of the oldest buildings in the city that is still used for public meetings (if enough [people are in attendance (for ore one on one or smaller meetings, these are held at the Manse, itself), as well as various tax offices, the Cliff Haven Barracks and Dungeon (the latter has not needed to be used other than a place for those a bit too much in the cups tio take a rest for a number of decades).
Bounties Office
Though the Bounties Guild was shut down many years ago, Bounties offices can still post bounties for dangerou criminals and monsters. The local chapter of the Bounties Office is overseen by Torma, a tall and muscular Vorrik. No one in the city trusts the troll blooded woman but all fear her and respect her and the Bounties' abilities in fnding those attempting to escape justice.
Hirelings Office
This is the place to put in a request for someone with a particular skill one wishes to hire, be it ranger guide, an unwitting kobold trap-finder, a halfling scout, a dwarf underwalker or so on. Prices and quality may vary.
Miner's Guild
The Miner's Guild is also located in this Official Quarter with worker stations and homes in the Northern Quarter. Though the central Mine entrance is not used as much tThhese days, other than for officials to inspect the mine or for the Watch to gain access to the Mountain Tower, the mine remains open and occasionally when there are enough workers, both mine entrances will remain in use.​
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The Merchant Quarter
Though more exotic items and better deals can be found at the West Gate Market, the Merchant Quarter boasts better organized shops and easier to find items, if not s cheaply priced.
The Book Nook​
This books and parchments shop is owned and operated by Nellis Gorthin who sells an assortent of volumes from the Histories of Auroria, the Royal Records to a study in Wizrdry for the New Student as well as selling spell books (with or without accompanying spells) and arcane scrolls.
Glimmerbloom's Glamours
This magic shop run by the short and hefty Glenda Glimmrbloom sells potions, magic hats and cloaks, bags of holding, and a few other lesser magic items. Her prices are fair but she does not "dicker" as she calls it, hving no time for it, unless someone mentions collecting herbs and other materials for her.
Ruport's Forge and Armorer
Ruport Grimbar is the local forger of all things metal, making exceptional blades and armor pieces to order nd to fit a warrior perfectly. He even has one or two magical creations in his forge/shop.
Straight from Buhira Qaiya Pizza
This Eatery near the center of the Merchant Quarter has becoe very popular with its owner Delmar Rahmul claiming to make original recipe pizza with the uthentic recipe that was first invented in the far Eastern lnd of Nazenka. Despite the dish being a relatively new food, only coming into popular baking and eating around five hundred years ago, this is one of the most popular places to dine in Cliffhaven, people sincerely enjoying the bready mix of sauce, meats, and mushrooms.
The Traveler's Friend
A shop sellng farly standard equipment for the everyday traveler and adventurer. Generally the shop s tended by the halfling Tilly Smalltoes or the gnome Tibbin Kipplethop. Backpacks, bags, rope, rations (salted dried beef mostly), traveler's clothing, nd an assortment of other mundane odds and ends are sold here.
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The Temple Quarter
The Temple Quarter is dominated by the Gillius Church of Astron, its spires strtching to the sky and only dwrfed by Agatha's Tower and, if the Golen Order of Astron had it their way, it would be the only temple in the Quarter or in Gillius at all.
Fortunately for th other clergy in Clifhaven, the Church has not had its way and Lady Ashmere reminds the Church of the necessity to revere all of Astron's Children as well as the Father, himself. Though she knows this falls on deaf, fanatical ears and that she may for peace's sake have to concede this fight, it is not one she has as of yet.
The local Pontiff, Gorian Jilaene, is an aging man mired in tradition but old and wise eough to choose his battles with Lady Ashmere and the people of Cliffhaven. He makes leeway where he can, making every small victory for Astron as an equal victory for the souls of Cliffhaven.
Smaller temples to all of the good gods related to Astron as well as a few dedicated to dwarf, elf, halfling, gnome, and even orc gods line the streets of this Quarter along with the Holy Cup Tavern run by Jessup Killmire who returns every sneer by an Astron cleric or paladin who passes his tavern.
The Monestary of the Cherry Blossoms also sits, in its own small cluster of chrryblossom trees, off the Temple Quarter, as f hiding amongst the temples and shops. The monestary is run by Mistress Hana, an Easterner who is relativly new to the Westrn Kingdom.
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The Elite Quarter
Called the "Where the Dung Don't Stink" by the commonfolk (but never to a wealthy resident of this neighborhood of course), this area of the city is built with fine manors, winding beutiful parks, and the rich nd powerful of Gillius housed within.
This area is also the most heavily guarded area of the city (even moreso than the Lady's Manse some say) meaning that little crime is committed here, lending itself to be the safest part of the city as well (uless you are a less fortunate then finding may earn you a cane to the back).T
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The Education Quarter
Cliffhaven's local school and trdeschools lie in this area of town, along with a few other places of note.
The Cliffhaven Magic College
This is the official school for the arcane arts approved of bythe Kingdom. Just as with Auroria, it is expected that graduates will work in an official capacity to serve Gillius, the Crown, or the Church.
Headmaster Gloriss Nelaweeve is a very grim and serious woman who is, nonetheless fascinated with magic and always interested in studying new magic when she comes across it.
The House of Knowledge
The North Gillius Chapter of the House of Knowledge claims the best pick of graduates from the Magic College, with the agreement that their members will help the Land, the Crown, and the Church if called on to do so.
This does not happen often, unless a situation arises where a member of the House of Knowlege is known to be an expert.
The North Chapter is overseen by Adept Clarion Wyllt (the Wild) who is rumored to be the son of a famous wizard, perhaps even Grenwald though the wizard never discusses his family and refuses to address such rumors.
Adept Clarion's apprentice and second is the gnome Elsa Mipplemoot who takes her duties and her studies uch more seriously than Clarion, himself.
The Museum of Peoples
This very historical museum holds relics and items from people from around the world. Aside from its very impressive displys of items and cultural displays, as well as coplete skeletons of beasts and monstrocities long gone from the world, this is also the hedquarters for the local Chapter of the Preservationists.
The museum and local Preservtionist head is Julianna Frisco who will talk for hours in a lecture hall or go into an ancient temple dodging traps, to obtain a statue from a lost people.
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West Gate Market
One of the city's actuaal comon activities is for families or individuals to enjoy a half day at this open air market with its various pavilions, tents, and stalls, all an imagined (or some a very real) treasure trove.
Merchants from everywhere attend the Market daily, some regular faces such as Rexx the Tabaxi bard who sells musical instruents and practices the strange tell-tale singing from Nazenkaq known as Mughania, the dwarf Grnhulda Gleameye who sells precious (and some magical) stones, Helene Northblood who cooks up fine foods in the Cook's Pavilion, or the Winsharan elf, Goran Truetree who sells herbal remedies and mixtures to name a few.
Moreover are the daily new faces, shuffling all manner of wares from strange, Gnomish inventions to jewelry nd clothing from the more exotic places in the world.
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Cliffhaven Mortuary
The Mortuary for Cliffhaven was once considered to be cursed by
both the undead that seemed to be drawn to it and the revenant
that rose for vengeance from within.
Eventually, the revenan't target died on his own and the cursed,
undead soul became just another body.
Since this time, centuries ago, the Undercrypt was sealed and the
mortuary has been used, resembling a typical grave site, if a little
under disrepair.
But of late, strange figures have been seen in the graveyard and
work has been done on the Undercrypt as if someone is
attempting to unbury it.
Folster Helmere, the grouds keeper, claims that there have been
no disturbances in the Mortuary. However, the tavernkeep at
Folster's favorite watering hole aptly named the Watering Hole,
claims he has had more drinking money of late.
One of the Town Watch says the straange figures are not monsters
but people wearing strange goat headresses, who ran into the
hills when spotting the Watch.
Folster claims to have "dozed off" that night.
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Cliffhaven Mines

The Cliffhaven Mines are not worked as hard as they were in the
younger days of Cliffhaven, paqrtially to avoid completely
depleting the mine, pqartially the increased Wyrmsign (this being
sounds and signs of dragon activity in the area, such as the
increase in storms around Cliffhaven recently), and partially
due to the evil undergroud birdfolk that have recently been
encountered in the lower mines. Creatures that the more learned
in the city think might be creatures called dire corby.
Dspite all of this, the mine still sees some activity, yielding some
metal from its veins and some precious gems deeper in the mines
(always wored carefully but left if the presence of the violent dire
corby show themselves).
Another danger, though hardly a new one, is the bluish scaled
kobolds who occasionally raid the mine, taking raw metal and
gemstones that have conveniently been mined already.
The Miner's Guild in Cliffhaven still hires workers often, but the
city's coffers are having to part with more coin due to the dangers
of working the mines.
The mines also serve another purpose, however. This being as the
upper passages climbing to the Mountain Watchtower that holds
a Cliffhaven Watch detail.
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Dragonspine Mountains

The Dragonspine Mountains' name is two-fold, one for its
resemblance to the spine of a dragon but also due to the actual
dragon who lairs somewhere inside the mountains, great
blue dragon named Kataigídax. Luckily for the peoples of
Cliffhaven who share the mountain with the dragon, Kataigídax
seems uninterested in the city, itself. Unfotunately, the dragon's
favorite targets seem to be any ships at any time off the entire
Northern coast of Gillius.
The threat to Cliffhaven that seems connected to the dragon are
the bluish scaled kobolds who raid the mines occasionally, even
fighting with the dire corbies from deeper under the mines.
​Aside from the dragon, itself, not much else akes its home on
the Drgonspine, aside frm some horned sheep which the dragon
is happy to feed on when it isnt feeding on sailors.
There is a legend of a weapon somewhere in the mountains
which wields a storm within it much like the blue dragon whom
some claim guard the montain and the weapon, this being the
dragon's true purpose if the tales can be believed.
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Cliffhaven Farmlands

The Cliffhavn Farmlands are run by family caretakers but,
ultimately,are owned by the city of Cliffhaven, itself.
The current stewards of the Cliffhaven Farms are the Torvelle,
Hinterland, and Chaplin families who oversee the three main
farms and are in chrge of hiring farmhands to help with the
work therein.
Fast, but laborous work can be taken at the farms which has
seen everyone from halflings and goliath to orcs and troll-
blooded working the farmlands, usually thankful folk who are
happy with a little coin and a hot meal, as well as some nights
in the servant quarters with a warm bath after a long, hard day.
The hardest working who stick around even earn a bonus and
may become semi-permanaqnt residents of the farm they
work on.
Once in a great while, the farm might fall victim to thieves
attempting to pass theselves off as laborers but these
wrongders usually get tracked down and brought to justice as
the farmlands are important resources and often patrolled by
the City Watch.
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The Drakewood

The Drakewood is a dangerous set of woods at the foot of the
Western Dragonspine Mountains. These woods are not only
hoe to forest drakes and deadly giant inscts such as the Gillius
dragonfly, as well as swarms of stirges, but also kobold raiders
from the moutains, themselves.
Argubly the worse danger in the Drakewoo, however, is the
brood of the Dragon cult that hs erected a magical altar in the
woods dedicated the to the Dragon Mother, Ullget of the
Shifting Scale.
As hard as the Church, and even the orcs of nearby Port
Stormcrag have worked to destroy the altar, it seems to rebuild
itself or is maically rebuilt by the cultists that placed it there to
begin with.
For this reason, and because of sudden attacks by the blue
dragon Kataigídax (which ceased once the altar was left alone),
the Drakewood is mostly left alone save by foolish heroes and
followers of Eldras who try to prove themselves or their
devotion by pitting themselves against the cult and its altar
(these would be heroes never fair well, however).
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Port Stormcrag

Stormcrag, once known as Port Bay, was sacked by the orcs
from Sargoth durig the Chaos War, before the orcs sided with
the peoples of Gillius to turn back the fores of the Queen of
Chaos. After this war, the orcs were given the port town which
they renamed to Stormcrag.
Stormcrag is an interesting blend of orc and human
architecture where buildings needing replaced were done so
with Orcish buildings and the buildings perfetly serviceable
remained to reserve resources.
Cptives of the orcs were given the chance to leave the town or
live under orc rule in Port Stormcrag. Most became refugees,
moving to Cliffhaven or anothr town, perhaps Turtle Port or
even Southport Some few stayed and have dewcendants who
still live with the orcs.
While orcs are living in Port Stormcrag, they are expected to
follow orc law which generally boils down to those who are
strong enugh to, take, those too weak to take are taken from.
Outside of Port Stormcrag, however, orcs are expected to
obey local laws and, to their credit, most do. Some orcs of
Stormcrag even decide to live in other cities, leaving the ways
of Stormcrag and Gruumsh behind to try on a new life.
There are a few Orcish weapon and armor shops in Port Stormcrag.
The most popular drinking spot, such as it is, is the Drunken Axe, a place run by a veteran orc with a ptched eye, Grokarg One Eye. He serves swill that a soul has to be desperate to drink but if you find yourself in Port Stormcrag looking for a drink, you are likely in a desperate situation.
The orcs of Port Stormcrag are surprisingly friendly, even to elves (though elves are warned to steer clear of the taverns as if a drunen orc will attack anyone, its likely to be an elf). The orcs of the city might openly mk fun of someone that strikes them as funny looking or funny acting but its all in good nature and when someone encounters this they will see the laughter reaches the ord's eyes and they will often offer to buy the "attacked" a drink soon after to lighten the blow. Walking away or becoming offended is the worse way to deal with such situations, whereas quickly coming back with an equally stinging insult to the orc will when a quick friends of them.
The Pit is a savage to the death arena that criminals against the orcs get thrown into this arena or orcs fight in it to settle disputes or to prove their metal.
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The Everspring

The Ruins of Kalishaari, thought to have been the site of an
elven or green gnome temple once, sits atop the Everspring
hills, where in the center of the ruins sits a fountain of clear,
beautiful water that is always flowing and alwys surrounded
by flowers even in Winter.
It is said that is you drink the waters, they offer different
benefits for different times of the year and dependant on if it
is day or night.
Sages in Gillius, especially at the Chapter of the House of
Knowledge in both Cliffhaven and even Southport have
recorded the effects the best they can. The best they can
because it is also said the fout can be unpredictable and some
have become cursed, poisond, or even disappeared
altogether after drinking it (a local farmer showed up twenty
five years after he supposedly drank the waters, claiming to
be in a strange, whimsical place for only a few weeks before
finding his way home).
The best to their knowledge, however, is that the Everspring
does the following.
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Frigis (Winter)
Day - Resstance to Necrotic
Night - Saved from Death
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Nautus (Spring)
Day - Resistance to Poison
Night - Remove Poison and Petrification
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Calidi (Summer)
Day - Resistance to Fire
Night - Colorful Wings of Flight
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Caligo (Fall)
Day - Resistance to Cold
Night - Misty Stepping
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Wild Magic Area





On all but the very oldest maps of Gillius, one will find symbols
indicating a Wild Magic Area warning. However, the area is
indicated in a different spot on every map one looks at.
This is because there is no set spot for these occurances and no
rhyme or reason in their appearing.
Since the Chaos War, when the chaotic demons landed on the
lands of Gillius, the touch of the Queen of Chaos infected the
land. This infection never quite disappeared as if the Queen still
reminds all that she has not been fully defeated nor destroyed.
Though, thankfully, much less common in Gillius than in the
Cursed Land of Sarvania, these occurances cause havok to even
the most holy of spellcasters.
The Church, of course, claim that evil is afoot nearby each and
every occurance and their Templars thuroughly search the mile
area that they hppen in.
There are some signs that generally occur when an area of Wild ​
Magic manifests, though these are also random but som such
signs include a sudden change in temperature (turning very cold
in a warm place or very warm in a cold place), a charge of static
energy suddenly in the air, all the natural animals in an area
suddenly silent and gone, or an unnatural low fog up to the knees of the traveler as some common, recorded examples.
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Turtle Port

Built into the Atathos Crater on the Northeastern shore of Gillius,
Turtle Port is a smallr port town that often gets ovrlooked by the
larger cities and ports in the land.
Turtle Port is known for the port to "ship anything" with its much
less picky manifest searches and recordings than Southport, and
of course less...well orcs than Port Stormcrag, Turtle Port is the
favored port for those Gillius, be it cargo or passengers.
The downside is that one does not simply ship in and out of this
port, not if one wants to remain unharrassed by pirates, a soul
must also pay the local Import/Export Guild (a barely disguised
cover of the local Chapter of the Raven's Eye Thieves Guild who
operate out of Turtle Port in Gillius.
Still, if one is operating in questionable erchndise, it is only fair to
deal with questionable characters. Thie Thieves Guild, to its
credit, does have good relations with the Bloodskull Pirates and
do pay the a portion of the fee to legitimately keep marked ships
from being raided and the pirates generally keep to the
arrangeent unless another "business transaction" presents a
conflict to this. In the end, after all, it comes down to who pushes
over the most coins.
The Townhead of Turtle Port is a rotund man named Harnister Frick. The large man concerns himself with wealth and comfort above all else, making him unpopular with the very few honest folk in the small port town.
Aside from Harnister's good sized townhouse, a few other places of interest spot the streets of the small town.
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The Barnacle Bar
This place run by an xiled triton named Kalliste who never talks about her past. Though a bit all-busines and stand-offish, Kalliste serves excellent ale and even a seaweed infused mixture that is both intoxicting and strengthens the drinker, so rumors say. ​
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The Netted Fish Inn
This relatively cheap inn is decorated in fish nets, star fish, and other seafaring motiffs that add a little charm to its otherwise plain and half comfortable rooms.
Run by the ex-pirate Gerard Half-Leg, a jolly man who seems just happy to be alive.
Dinner served is a fried crab and smoked clam dish that the locals enjoy at least.
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Madamme Seapearl's Gemshop and Fortunary
Madamme Seapearl is an aging woman who claims to tell fortunes to those with a gold piece to hear them. She also sells mildly magical gems that can prevent sickness, clear the mind, iprove health, and what not.
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Littlerock Isle

This small island off the Northeast coast of Gillius is a small
mountain scattered with bits of forest.
This small, rocky island is the home of mostly spiderbats and
the strange, lobster folk known as the aldani.
The mostly peaceful aldani mainly dwell in grottos thatt span
beneath the island in flooded tunnels. They seem to have
developed a taste for spiderbat meat and travel in hunting bands
to the island's surface to hunt their favorite food.
Visitors to the Isle who do not move to fast or make too many
sudden actions, might find themselves trading with the aldani,
who value sensible and practical things like tools, traps to help
them capture their favoite, venomous food, or wepons they can
use with their large claws.
For the most part, however, these peaceful crustacean folk
will skitter away rather than risk a confrontation with others.
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Gor Orodin

This mountain serves as the hom of the Gillius rock gnomes,
tunnels and halls leading to multiple invention workshops,
kitchens and dining areas, living chambers, and other areas
designed for practicality above all else.
Gor Ordin holds a guest hall which leads to guest chambers,
the rock gnomes being very friendly and social. However, the
other peoples of Gillius are not as social or friendly and it is
mostly other gnomes, such as their green gnome cousins from
the nearby town of Buzzleshroom, just south of the mountain.​
The Merchant Lord, Grizlom Heddlenogin, leads the rock
gnomes of Gillius, determining the best peoples to form
connctions with to better the gnome people as a whole.
Lordess Beitrizz Heddlenogin, wife to the Merchant Lord,
mostly concerns herself with arrangeing dinner parties and
other celebrations for the gnoes and the occasional important
visitors.
Visitors to the rock gnome halls might be surprised at how
much detail and design was quickly arranged for underground
shops that are wisely stocked with items catered to the
visitors.
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Gnome Town Buzzleshroom

The gnme town of Buzzleshroom is the living place for the local
green gnomes, located close to their rock gnome kin in Gor
Orodin and the halflings of Spring Valley both.
Buzzleshroom gets its name from the homes of this town
being built into a giant mushroom forest that already existed
when the gnomes came to the area centuries ago.
The gnomes here also keep a "crop" of six foot tall mushrooms
that they harvest for food, potions, and more entertaining
purposes as well.
Friendly visitors to Buzzleshroom are treated to the most
delicious potato and mushroom soup which is genuinely very
tasty as well as being healthy.
Aside from the mushroom dishes, fish from the nearby
Starshine Lake.
The town elder of Buzzleshroom is a very old gnome named
Hazzle Grittlegrum (or just Elder Hazz). He is a wise and fair
leader, concerned with the welfare of his people and the day
to day business of his town.
Elder Hazz is said to enjoy stories from other parts of the
world, seems addicted to them in fact and will reward a good
story.
The gnomes of Buzzleshroom will gladly trade with visitors,
with offers of potions, food, and some magic items. The gnomes prefer bartering for items but will also pay or
accept money outright if they have enough gold on hand.
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Tidwell Farm

The Tidwells, father Kendell Tidwell, wife Adora Tidwell,
sons Jarod, Rond, and Thomius Tidwell, and daughters
Rosa and Juniper Tidwell make up the family that own and
work this farm.
The Tidwell farm is close enough to the local gnomes that
they have been victim to several pranks from the younger
gnomes over the years. It is so commonplace, that the
Tidwells have becom use to the pranks, even rewarding the
funniest or cleverest of the pranks. This has become a kind
of right of passge for gnomes who win status among the town
of Buzzleshrom simply be being rewarde by the tall folk at
the farm.
The Tidwells, themselves, have been rewarded for their good
natured response to their gnome neighbors by attracting a
house brownie who helps around their homestead to the
delight of Mrs. Tidwell and her daughters.
The farm, itself, mostly raise animals such as chickens, cows,
and pigs as well as corn and wheat. The Tidwells trade with
the local gnomes as well as carting excess goods to other
towns when the opportunity presents itself.
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Starshine Lake

Starshine Lake is an amazing and magical phenomenon that
sits betweent the gnome town of Buzzleshroo and the
halfling town of Springshire.
The lake gets its name for its ability to "capture" starlight in
the lake, not by reflecting the light on the lake's mirror-like
surface but through a magical lichen in the lake that seems
to bsorb the light from the stars, themselves.
This soft, spongy lichen when carried, will automatically
activate in dim light or darkness, shining brightly like a
lantern. It keeps for one to four days before it shrivels and
dies and the hlflings sell the stuff as a light source to
travelers that haven't caught on that they can just fish the
stuff out of Starshine Lake, themselves (though the local
halflings will claim to own the lake and charge a "fine" to
those they catch collecting the lihen on their own (though,
of course, the hallings have little way of enforcing such a
fine and have to grumpily go about their business if the
intruder resists too strongly).
The lake is not withut its defenses, however, and there is a
lke moss that is highly dangerous to those touching it,
whether to clear it out of the way or mistaking it for the
lichen.
This lake moss causes a terrible itching rash which results in dehydration and exhaustion once leaving the water. It also makes it very difficult to rest until its poison is cured.
The halflings are very adept at avoiding the moss and others learn quickly to maybe leave the gathering of th lichen to them.
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Halfling Town Springshire

Springshire is a typical halfling town, built on hard work and
ending each day with celebration and relaxation.
Springshire rarely has a need for one leader, instead
appointing someone to be "in charge" depending on the
town project or situation. Crime is generally unheard of
among the Bramblehoofs, Glenstouts, Tinderbrooks, and
Wetfoots, the halfling families making up most of the town's
populous.
In contrast to their Northern gnome cousins, the halflings
of Sprngshire prefer their privacy and to keeping to their
own business as they believe all peoples should.
There are no inns in Springshire though there is the White
Owlbear tavern owned and run by Stella Glenstout.
The halflings will trade with other peoples (mostly to get rid
of them faster) but they do not make a lot of goods that the
other people of Gillius at large will find usefull (especially
with most of their goods being made for smaller folk).
One commodity that Springshire does have that is not
typical for halflings is their apple grove. They do cart apples
out to other comuities to sell them which is the extent of the
exploration the halflings of Springshire do.
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Halfling Farms

These two farms are owned by the Cobblestride and
Farstroll families respectfully. The two families happily
work the farms content with their farm life.
Sheep, Tomberry weed, and grain are the goods of these
farms.
The two farm families are more used to visitors than the
town of Springshire, appily giving travelers a place to rest
for helping with some less intense chores such as feeding
the sheep or cutting some firewood for the families.
The halfling farm families love listening to the tales of
travelers over a good harty meal and also possess a bit of
local knowledge, themselves, happily sharing this as well.
Not considered as important to the land of Gillius as the
other farms, the halfling farms come under attack by
goblins and even the occasional ogre from the Ironblud
Mountains to the East.
In such times, the families will gladly hire travelers to help
deal with the monsters, especially since the Cobblestride
family is still mourning the recent loss of their son, Glemon.
Should a traveler or group of travelers manage to run off or
kill the goblins then the families will come up with a
modest reward one supposes.
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Mossmaw Woods

These oss covered woods are a bit more shaded than most
of the woods in Gillius, its deep canopy keeping the area
shaded in dim light but also warmer than other places
which is a blessing in colder seasons but a curse in the
warmer months.
These woods are known for their dangers, travelers to the
Dwarven Kingdom of Ironblud travel the narrow trail to
the mountains if
they can find it
or they travel for
miles around
the woods to
avoid the
dangers of these
woods icluding
movng mounds of
plants, creatures
known as blights, and something
more sinister that takes the form of a
dragon covered in moss.
Other tales tell of a druid that went mad in
these woods and of strange fey trying to return the
woods to their natural beauty and splendor.
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The Indomitable Tower

This mysterious tower has stood in the deep woods of
central Gillius for longer than the peoples settled this
land. But the nature of thr tower, who erected it, who it
belonged to, and perhaps most iportantly whose magic
keeps it locked to even the most powerful spellcasters
of Garn?
And locked it remains. The most powerful mages, viziers,
even shukenja from the Far East have attempted to unlock
the tower and its secrets to no avail.
It is quite certain that anyone who could crack the tower's
defenses and uncover its hidden secrets would be sought
after by the House of Knowledge and by Grenwald himself,
likely every mage across the world to find out what it is
that was learned.
One thing is certain, the tower is not only locked but also
trapped for when Grenwald with the help of his apprentice
at the time, Astorian, pitted their cobined magic against
the tower, almost breaking its defensive magic, the tower
unleashed a greenish mist for an untold distance around
it, Grenwald and Astorian falling to the ground coughing
then falling unconscous only to awken back at Grenwald's
Tower with no knowledge of how they arrived there.
Unwilling to risk further attempts, the mighty wizard and
his pprentice left the tower to itself, thereafter.
Now it sits, a mystery, awaiting either the return of its mysterious master or someone else to manage entering it.
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The Crooked Wood

If the Mossmaw Woods are dangerous, the Crooked Wood
is maddening death.
Standing just North of Mother Greentooth's Swamp, it is
said that these woods are as the hag's twisted, claw-like
fingers, themselves reaching out to touch any unlucky
enough to get lost or foolish enough to tresspass in the
wood.
It is said that the only thing left in this wood are twisted
horrifying fey who serve the hag, Mother Greentooth.
But other horrors stalk the Crooked Wood doing the hag's
bidding as well including a horrible two headed troll that
believes it is the Mother's child, and perhaps it is.
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Mother Greentooth's Swamp
The hag known as Mother Greentooth is a thing of legends
that some in Gillius believes is just a story to keep children
from wandering into swamps and other believe is every bit
as real as the orcs that dwell in Port Stormcrag.
Whether real or a story to scare the masses, the legendary
darkness and evil of Mother Greentooth's Swamp is well
known enough to cause even the bravest or ost hurried
traveler to avoid this swamp.
The few patrols of the Golden Order of the Dawn and even
the Eldritch Hunters brave enough to journey into this
swamp claim that the ravens and snakes of the place
watched them with otherworldly eyes and that an
unnatural fear gripped them causing them to flee the
godless place.
Still others fleeing the swap, claim that there are spirits in
the swamp that cry with blood chilling cries who serve the
hag. One such group, claims that these cries took down
their bravest warrior as soon as he heard them.
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Ironblud Mountains

These moutains standing in central Gillius, are the home to
the Truehammer Kingdom of dwarves.
These mountains are deep and the Dwarven kingdom hard
to reach without traveling the mountain road and bridges
built by the dwarves, themselves. The road to the Gate Ailin
Torune or Gold Hold.
Other than being hard to travel outside of the Dwrven road,
the mountains also hold several dangers such as wyverns,
giant stags, and less dangerous (unless provoked) the earth
fey known as oreads.
In the colder parts of the mountains,
rhemoraz have also been
reported (though these reports
are thankfully rare).
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Dwarven Kingdom of Truehammer

The Dwarven Kingdom of Truehammer is located deep in
the Ironblud Mountains. The first thing a person visiting
the dwarves (hopefully by invitation) comes to is the
Dwarven town of Morndinkrahl where it is possible to buy
from Dwrven shops and drink Dwarven Stout at one of the
several taverns (such as the Bitter Axe). Public forges and
armor and weapon shops can all be found in Morndinkrahl
(though non-dwarves can be expected to pay a heftier price
for the purchases).
Only nobles or direct invitees are welcome in the
Truehammer Halls deeper under the Ironblud Mountains
where King Drughar Tuehammer holds court and conducts
the Kingdom's business. The Dwarven mines also lay deep
inside the mountain.
But, so it is recently told, the dwrves, themselves are not
occupying their deeper halls. It is rumored that they have
both a duergar and troglodyte problem.
Of course, the dwarves, themselves, will deny this claim,
insisting that there are just renovations going on in the
lower halls of the Kingdom.
It is whispered, however, that King Truehammer is wanting
to hire some brave (or foolish) souls to help clean up the
problem.
The dwarves trade with the local peoples, especially Cliffhaven and Southpart, trading in gems and metal work as dwarves are want to do.
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The Nameless Temple

This ruined remins of an ncient temple to an unknown god
sits on a small island off the central West coast of Gillius.
The temple is mostly deserted save for a solitary, slumped
creature that has fish-like characteristics. The local halflings
call this creature the fish hermit and the few urious who have
gone to investigate the temple and the creature, they
generally return confused how they made it back to shore,
having a strange phase stuck in their head that is always in
an ancient language and the only thing they remember is
meeting with the fish hermit.
In one instance, a wizard of the Houe of Knowledge cast the
Comprehend Languages spell to unravel what an explorer
was saying and it still came out as ominous gibberish about
the heart of the dark waters rising from the sleep of ages.
Another local legend says an explorer investigating the small
island witnessed previous visitors gathered in the
mysterious temple aroud a small eel-like idol, chanting the
phrase in that ancient language.
The explorer was so chilled by the sight that he fled the small
island and never set foot there again.
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Pearwood

This small tract of woods is composed entirely of peartrees
kept magically growing and producing golden pears due to
the "Pearkeepers" of Woodutter Ridge.
The Perwood produce a unique fruit cared for and
harvested by the people of the small town, giving them a
uique good to sell to the rest of Gillius (and beyond).
One dngerous side effect of the Pearwood is the strange
fey creatures called fruit drakes that seem attracted to the
pear nectar of the Pearwood trees, causing the locals to
hire sellswords and other such adventurers to "take care
of the problem" resulting in a
bounty for fruit drake wings
making the Bounties Guild,
in particular, happy to
collect the coin.
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Woodcutter Ridge

This unique little town is both devoted to providing wood
and woodworked items to the land but also raising fruit,
especially the unique Golen Gillius Pears which are raised in
a more natural grove just north of the town.
The Townhead, Joseph Fergi works closely with twin
Quinabrekk elves the locals call Twig and Leaf to ensure
that the woodcutting the town does is not abusive to the
surrounding forests (some say that the elf twins also helped
provide the magic to grow the golden pears).
Why the wild elf siblings live in a town of mostly humans
and help the town (and visitors by providing their woodland
guide services) is a mystery.
Woodcutter Ridge is also a layover for viitors traveling the
Southern Road, providing lodging and a few other shops
and services, all of the town having a wood cabin motiff.
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The Majestic Unicorn Lodge
This inn is quite comfortable with down feathered beds and
pillows, a complimentary serving of golden pear pie before
turning in each night, as well as a purchseabl dinner of
venison and greens.
The inn is owned and operated by the retired ranger, Quaz
Silvermane, a gruff man who becomes friendlier the longer a soul gets to know him.
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The Herbal Remedy
This shop run by druid Mella Tori, deals in natural remedies, healing herbs, herbal ingredients, and other natural items a shopper may want or need.
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Forthrym's Felcher and Leatherworker
This shop run by Norri Shelvesti, the half-elf, offers everything bow or crossbow, lethers and hides.
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The Painted People

The Painted People originated in Nazenka in the Far East,
from a lost tribal group who became nomdic traveling folk,
known or their colorful wagons, tents, and people,
themselves.
The Painted People are not as respected in the West the way
they are in the East and, at best, are seen as an entertaining
bunch, telling fortunes, running cnival-style games, and
generally not taken too seriously, but at worse they are
ostracized as peopl who dare to live on the road and in the
wilderess like common brbarians, so the Church would
have you believe, after all who would claim to tell the future
without the divinity of the Father and his children?
In Gillius, the Painted People are welcome enough,
especially when their carnival games are set up.
Almost every map of Gillius shows a symbol for the
Painted People though never in the same place on any map
comparison as the People are a nomadic lot.
Of course, the People are best known for their fortune
telling ability, reading cards, dice, bones or tea leaves to
divine what is in store for an individual.
The next most common thing the Painted People are
known for is celebration, always seeming to be looking for
a reason to dance, to eat and drink, and happily inviting others to drnk and dance with them.
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The Wildwood

The Wildwood is the prie hunting grounds of the Southern
Gillius peoples a woodland rich with deer and elk, rabbits
and various fowl. The more wealthy who find hunting a
sport and a means for a meal fresh from nature rent the
lodge South of the Wildwood for their excursions into the
woods for hopful game.
Local rangers also roam the Wildwood, both to hunt their
game, not as a hunting vacation but by means of living off
the land, as well as to protect the Wildwood's greatest
treasure.
Though few have seen her, most know the story of the
Wildwood's protector, a force of nature making sure that
those who hunt her woods do not become too greedy or
take too much from the wilds.
This is the unicorn, Amalthea, Guardian of the Wildwood.
The very few elves in Gillius and druids, as well as Clerics
dedicated to Geb or other nature representations make
pilgrimages to the Wildwood for a chance to see this
magnificent creature (careful not to wildshape in the wood
lest a misunderstanding with a huntr occur).
Whether a hunter has glipsed Amalthea or not, the legend
of her presence keeps most to not taking more than their
fill from the Wildwood.
The Gormglas River splits the Wildwood, the Northeastern wood being a darker, more dangrous place that people generally avoid venturing into, those wndering in by accident usually never heard from again.
The darkness and dangers of the Northeastern Wildwood (often called the Deepwood by locals) is acredited to the Wildwood bordering the Southern regions of Mother Greentooth's Swamp, the swamp somehow infecting or cursing the woods. Those who propose this might be the case hope that the infliction does not spread further into the Wildwood.
Dark fey and monstrous cretures like measels roam the Deepwood portions of Wildwood, it is said.
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The Hunter's Lodge

The Hunter's Lodge was built and is managed by the
Codworth family, holding an office in Southport.
The lodge is rented out to hunters and is often booked for
months at a time.
The lodge is a two story cabin with more rooms available on
the ground floor than upstairs.
Hunters often find temselves sharing space with other
hunters or, a group or family might rent out the lodge,
sharing space with people they are more familiar with.
The less resourceful (or less able to bring themselves to
kill an animal) family might vacation at the lodge just to get
in touch with nature (a situation that hunters take great
offense to, causing a petition to the Codworth's to only
rent the lodge to hunters, a prtition without fruition to
date).
Other than how booked and full the lodge can be, however,
there are no other real coplaints about the Hunter's Lodge,
and it has proven a very profitable property for the
Codworth family.
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The Ruins of Grayrock Bay

Off the Southeastern coast of Gillius was once a small fishing
town known as Grayrock Bay. But one fateful day, almost
five centuries ago, the entire population of the town
disappeared mysteriously and the town was declared as
cursed with some kind of dark magic.
Over the centuries, the place has fallen into a coastal ruin,
unoccupied by anything but what some claim are the
torented spirits of those who once lived in the town.
Few visit the ruins anymore, save a sage or other traveler
wanting to be alone with their thoughts and the sound of
the ocen off the coast, or the occasional shaman wanting
to unravel the mysteries of the ruins and the spirits still
in torment here.
A dark demeanor hangs over the ruins, gray clouds as if a
storm is always ready to brew and bird cries that sound
more like a dirge than the noral begging caws of seabirds.
The ruins have a certain sense of dreariness as if the
horrible and mysterious tragedy that took the people of
ancient Grayrock Bay still hangs in the air to invite those
who trudge here to join the torment of those ages old
townsfolk.
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Cutlass Cove

The hideout of the Bloodskull pirates, Cutlass Cove is a
series of flooded caverns, rocky cliffs, and a few thin-treed
woods.
It is the home of Captain Barthus the Black, an
exceptionally strong but cunning half-orc who has guided
his impressvely sized crew to great plunder and wealth.
It is said that the Captain could retire with all he has
robbed on the high seas but that he keeps pirating becuse
he known no other life, and because he likes being
infamous.
Captain Barthus' second (and lover it is rumored) is Lady
Red, a tiefling whose blade is almost as sharp as her
tongue.
Other noteworthy members of the Bloodskulls include
Shiv the Swashbuckler, Brightfeather the Dirge, of the
Eastern Risha (parrotfolk) bard, Runt the Halfling cook,
and Mr. Blue, an ogre mage of considerable size.
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Mount Stormbreak

Mount Stormbreak sits on the very Southeast shore of Gillius,
a smallish mountain range thatuffeted with storms and
lightning, attributed to the clergy devoted to Fulmina, the
Mother of Storms, who have built a shrine to her atop the
mountain.
This has put the local Templars and leaders of the Golden
Order of Astron in a shaky position. On one hand, they do
not abide this "storm cult" which could be seen as an afront
to Astron, the Father and, still, on the other hand Fulmina
is a daughter of Astron whom the Churh does not wish to
upset (upsetting Astron, himself, by association).
Some say that this is simply the local clergy of Astron
showing their true bellies being yellow, as they simply do
not want to anger Fulmina or her followers in fear of what
terrible storms might do to Southport with the blame
falling on the Church.
Regardless of the reasoning, the tempest priests of Fulmina
have been left to their worship and their shrine left
undistrurbed.
​In truth, the people of Southport are happy enough with
the Church's innaction as none of them want a
confrontation with a storm goddess or her followers.
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Southport

Both the largest port and lrgst city in Gillius, Southport
boasts an eorous populous of fisher folk, sailors, clergy of
Astron, merchants, tavern keeps, wealthy and powerful,
and several others from every walk of life.
The city is ruled by Lord Claude Ramont III, a proud man
of Nazenkan descent who is thought of as a fair enough if a
bit pomptous of a leader.
Lord Ramont is fully supportive of the Church in
Southport and, at least by professing, is devout to the
Father Astron, himself.
Though the Church has a strong presence in Southhport,
it has not had the same luck as it has in the Kingdom of
Auroria, the people of Southport being people with the
sea in their blood and any talk of outlawing gambling and
tavern drinking is squashed very quickly by the people at
city meetings.
And despite Lord Ramont's support (some would say
kissing up but never to his face) of the Church, Southport
remains, and one of its best fetures is, a city for the people.
The Lord's Manor sits on Silver Hills surrounded by the
homes of the wealthiest and most influential people in
Southport.
Outside of the rich housing area of Silver Hills, there are several other places of interest in Southport.
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Salty Sailor's Row
This set of streets along the docks is the cntral meeting place for those wishing to hire (or buy) a ship, arrange cargo shipments, or just have a nice drink or night's sleep along the water.
The Lucky Dice
This gambling hall deals with card and dice games presented by Dotty Milgrum, an always smiling woman with an infectiously good nature (even when a soul is losing thir shirt).
Oceaneer's Meet
This is the local guild meet for the Sailor's Guild and right next door to the local chapter of Explorer's Fotune, the Explorer's Guild.
Here, a soul can hire passage or cargo on a ship, find a hireling to fill a niche in exploration, or just have a drink with a guildmember friend.
Corwynne Meadowbright, a retired sea captain, runs the guild and often serves the drinks. Despite plenty of attempted courting from any number of sea dogs, Corwynne still remains a proud, independant woman and shrewd business owner.
Molly Quickfoot the halfling head of Explorer's Fortune is based in the guildhouse here next to the Sailor's Guild.
The Roaring Dragonturtle Tavern
This tavern is a popular city hangout for the dock workers, sailors, fishermen, and other workers on the water who come here to get a little (or a lot in some cases) into the cups.
The Seaspray Inn and Tavern
The Seaspray is an old ship that has been repurposed as an inn, tavern, and eatery for those who want that ocean theme and feel without going to sea.
The Seaspray is operated by ex-pirate Hormon Dreadeye who just goes by Hormon these days, an older jolly man who doesn't let anyone leave the Seqspray hungry, thirsty, or frowning.
The Tipsy Mermaid Tavern and Brothelth
Tucked into Swaggering Gull Alley is a lavish looking building that is home to the Tipsy Mermaid, its chep wine and ale, and not so cheap men and women for those looking for another kind of seaside adventure.
The place is run by Madamme Eleanor Greenmoon, who keeps a discreet business.
It is said that the Church does not harrass the Tipsy Mermaid because its Templars secretly get free drinks and services at the brothel, while others say the Church simply knows a losing battle when it sees one.
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Merchant's Square
Merchant's Square is the popular place to go to find equipment, street food, weapons and armor, and most other things that a soul would expect to find in a big city market.
Habisheer's Homebrwed Tonics
Hbisheer the aspiring alchemist offers some uique potions and salves that he has created himself! Better than the real thing you can take his word for it!
He also has a stock of some of the boring, everyday stuff as well.
Southport Pets
Run by Kell and Nina Redthorn, this couple sells domesticated animals of vrious types including parrots (very popular), tressym (very posh), cooshee (also known as cu sith by the educated or elven), and the pseudodragon (who might be smarter than you!). Every animal comes with a receipt of sale and a training parchent catered to the type of pet bought.
The True Steel Weaponry and Armor
This weapon and armor shop is run by Jarod Killmire, a muscular forge-working man who sells all sorts of metal weaponry and fit to order armor.
Wagon Grub Food Circle
A circle of wagon-style stalls with grills and minerature ovens (invented by the rock gnomes no less) set up in a circle to present all sorts of cuisine served right to the wooden outdoor tables so a soul can eat in the fresh sea breeze if so desired.
Willow's Wands and Other Sticks
Willow Keeblehop the gnome, owns and operates this shop dedicated to wands, rods, and staves. mostly focuses with a few expensive, more useful items as well.
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Warrior's Way
This section of the city, almost in the city's center, is taken up largely by the Waterbound Arena, surrounded by streets of weapon forgers and weapon shops.
Waterbound Arena
The largest Arena in Gillius, perhaps in the world (though hardly the most savage, the Orcish city of Port Stormcrag brags that honor) takes up te city's center, a sprawling battleground with floodgates that are opened at random times (usually when the crowd yells FLOOD loud enough or the fight seems to be getting slow).
Run by coowners Thadius Helmsworth and Leonard Halbreicht, the two business owners turning an amazing profit since purchsing the struggling arena a decade ago and turning it aroud.
The Warrior's Match takes up the most time in the arena (and is the most popular with the people) followed by the Athletic Games, and lastly by the Mage Match.
As with othr arena's criminals often compete for a chance of less time in the dungeons and public participants compete for coin and prizes.
The current Champion of the Arena for Southport is Waynonna Bloodwave the Wereshark whom it is said by naysayers has an unfair advantage in the flooded arena.
Arbanthatcher's Arms
Gorn Arbnthatcher, a short but brawn man, sells all manner of weapons, shields, and armor and is the most popular dealer of arms in Southport.
The Woodland Supplier
Specializing in leather and hide armor, light weapons, and bows, this shop is popular with huntrs and rangers.
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The Tome Corner
This section of town holds the books, spells, and general magic supplies sold by the few shops in this rea of the city.
Brunswick Bookery
Rand Brunswick owns and operates this bookstore mostly selling books of history and poetry, with some few spellbooks and magic theorum thesis tomes.
House of Knowledge
The Southport chapter of the House of Knowledge is led by Sage Salneene Al'Tazara who hils originally from Nazenka.
Salneene's second and the Head of Research and Materials is Ton Morrowglen, a wizard of some learning.
The Mystic's Magics
This shop deals in magic items of all sorts including rings, robes, hats, brcers, cloaks, and belts.
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Gull Rock Lighthous

This lighthouse off the Southrn coast of Gillius, just south of
Southport is the guiding light in the area's many storms and
cloudy knights.
The lighthouse is run by a couple, Shayna and Merwenn
Cloudhome, Merwenn being a water genasi from Nazenka. The
couple also live in the lighthouse as well.
Some close friends of the couple have been heard talking about
Southport, speaking of the lighthouse becoming haunted by a
dark and vile wraith of some kind, who brings horrible black
lightning with it.
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Windchurn Peak

Windchurn Peak is a coastal mountain on the Southwestern
shores of Gillius.
This mountain is home to seals on its lower rocks but also the
fierce bunyips that feed on the seals, causing some locals to call
the lower rocky area Bunyip Rock.
In the upper mountain a traveler is relatively safe, perhaps
encountering the fey known as kataigída who are attracted to
storms. These cuious
fey are harmful only by
accident (because of their
story nature) when excited
or threatened but they are'
copletely abscent on the rare,
clear days on the Southern Gillius
coast.
On the rare days in summer
when the temperature on the
Peak is relatively warm, several
camping locals from Southport
and amateur mountaineers can
be seen camping the mountain.
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