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	<id>https://uh.camlarp.co.uk/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Felix</id>
	<title>Unusual Haunts - User contributions [en]</title>
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	<updated>2026-04-24T16:38:39Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://uh.camlarp.co.uk/w/index.php?title=Recent_History&amp;diff=356</id>
		<title>Recent History</title>
		<link rel="alternate" type="text/html" href="https://uh.camlarp.co.uk/w/index.php?title=Recent_History&amp;diff=356"/>
		<updated>2024-05-19T10:23:26Z</updated>

		<summary type="html">&lt;p&gt;Felix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Before the Game =&lt;br /&gt;
The river has abruptly run low on fish, and Penwick Gorge is running out of food. The seniors have decided that an expedition will be sent over the bridge. A meeting of the candidates to go has been called the evening before the expedition to prepare.&lt;br /&gt;
&lt;br /&gt;
= Week 1 =&lt;br /&gt;
The first expedition returns across the bridge with food, and reports a strange world of living toys. Faced with the choice of taking the Heart of Toyland and bring death to the place, they chose to leave it in place and depart.&lt;br /&gt;
&lt;br /&gt;
= Week 3 =&lt;br /&gt;
The second expedition returns across the bridge. Again, they bring food, and also a confusing tale of an Agency full of schemes and intrigue, ruled by a shadowy Director.&lt;br /&gt;
&lt;br /&gt;
= Week 5 =&lt;br /&gt;
After reports of missing villagers dragged in to the fog, a party venture across the bridge to get them back from an obvious trap. After reputedly succeeding, they brought back across the bridge an Anchor. Interestingly, the village now seems to have undergone major physical changes, now having a small dock and a bay?&lt;br /&gt;
&lt;br /&gt;
As well as the physical signs of what once was Grimmsby, several of its residents are here: the Sirens, led by Areefa; Selkie Grim, descendent of the founder of Grimmsby; the Family Murex; and a veteran soldier.&lt;br /&gt;
&lt;br /&gt;
Iggy also struck a deal with Happy Fields, and is now responsible for rounding up feral Poisons.&lt;br /&gt;
&lt;br /&gt;
= Week 6 =&lt;br /&gt;
&lt;br /&gt;
Despite no expeditions across the bridge, there were several developments. The Sirens have joined the Scott family, and Benth, a veteran soldier, has joined the Joneses. A sandcastle has been built on the beach, though it&#039;s hard to look at straight on, and rumours swirl about what&#039;s inside...&lt;br /&gt;
&lt;br /&gt;
In other news, [[Grim Voyaging|boat voyages]] have begun across the bay to explore what can be found nearby.&lt;br /&gt;
&lt;br /&gt;
= Week 7 =&lt;br /&gt;
&lt;br /&gt;
Plentiful developments this week! First, the S.S. Rickety Capsize was transformed into the HQB Imagination, a vessel reminiscent of a toy boat (but that still worked fine for a Voyage). Then, for the first time, the villagers were directly invited to a Tournament, and won it outright - though there have been several concerning signs in the immediate aftermath of their return, not least the appearance of an arena in Penwick.&lt;br /&gt;
&lt;br /&gt;
= Term 2 =&lt;br /&gt;
&lt;br /&gt;
= Week 1 =&lt;br /&gt;
&lt;br /&gt;
An eventful week, as new plants took root: a low, amphibious hedge, circling the village and sending up bursts of light when crossed; and a set of rose-vines along the sides of the Bridge. As well as this, three new Activities have joined the Schedule, and the brand-new magic of [[Gadgets|Gadgets]] has arrived in the village!&lt;br /&gt;
&lt;br /&gt;
But that wasn&#039;t the end of it - the village has also received its newest addition: a squat, boxy building on the Westernmost hilltop of the village.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Week 2 =&lt;br /&gt;
&lt;br /&gt;
The villagers managed to work out how to get the new building working, and now it&#039;s produced a couple of automatons to take care of some gardening issues! In other news, a horrible blood creature trespassed in the village meeting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Week 3 =&lt;br /&gt;
&lt;br /&gt;
The village saw three major events this week. First, Dennis Scott was cursed rather severely by a Shade from outside the village; second, Green Griffiths managed to orchestrate the building of a Poison sanctuary, revitalising the swamps (though witnesses attest it seemed a bit touch and go, safety-wise...), and the voyage across the bridge not only succeeded, but again brought back a new addition to the village, in the form of the glitzy Studio P.&lt;br /&gt;
&lt;br /&gt;
= Week 4 =&lt;br /&gt;
&lt;br /&gt;
The villagers began planning for their own Tournament this week, and plans were flying about how to use their shiny new broadcasting device. The suspicious body of Elma Pund was exhumed and destroyed, and Ethel Jones&#039; mysterious absence began. As well as this, Dennis Scott, Modicum Griffiths and Henry Jones made their landscaping debut by creating the Garden Path, an otherworldly gateway.&lt;br /&gt;
&lt;br /&gt;
= Week 5 =&lt;br /&gt;
&lt;br /&gt;
An eventful week! Henry Jones, Maestro of the Arena, made the very generous decision to allow the Pit to compete. He also managed to pioneer a new, experimental form of Haruspicy, known as [[Reminiscing|Reminiscing]]. Patchwork Griffiths became the first practitioner of Penwick Witchcraft, and with help from Robb Scott&#039;s stash of jars of mist, Solomon Scott finally patched up the worrying holes in the mist.&lt;br /&gt;
&lt;br /&gt;
Besides this, Dennis Scott led the efforts to build a brand-new forest on the Eastern hilltop of the village: the Fantasticopse, home to strange and wonderful fruits.&lt;br /&gt;
&lt;br /&gt;
The Tournament itself went off swimmingly, with Taylor Jones, Henry Jones and Pestle Griffiths backstage keeping things in order, and Taylor Jones, Solomon Scott and Pestle Griffiths competing as well. (Taylor did both at once through burgeoning time powers; Pestle simply retroactively competed rather than helping backstage.)&lt;br /&gt;
&lt;br /&gt;
At the end, the Penwick team won the Wish-Ink - though Taylor Jones attempted to duplicate it, resulting in mysterious and volatile consequences...&lt;br /&gt;
&lt;br /&gt;
= Week 6 =&lt;br /&gt;
&lt;br /&gt;
The results of the Wishes made themselves clear, as the [[Mystery Board|Mystery Board]] manifested itself in Penwick. A group of witches, who made themselves known at the Tournament, were allowed into the village to make their case against Granny Ash, though they got very little support from the locals to actually do anything about it. The mysterious Bogart Samsara also came by, to request the villagers&#039; help solving the case of the (possible) murder of Heaventown; they decided to aim the bridge there for next week.&lt;br /&gt;
&lt;br /&gt;
Oh, and the Thing in the Pit came by to barter with some Pigments. That&#039;s probably fine.&lt;br /&gt;
&lt;br /&gt;
= Week 7 =&lt;br /&gt;
&lt;br /&gt;
Bogart Samsara returned, this time to brief the soon-to-be sleuths of the village on the situation on the ground in Heaventown. Some Poisons seemed very keen that Heaventown itself be brought back, too. Graham Jones began some truly experimental Reminiscing, telling meandering tales about himself that were then layered with meta-stories by Ethel and Henry Jones. Green Griffiths became a direct descendent of the Pit, bringing their two siblings along for the ride, and Dennis Scott encouraged SERGE to implement an experimental Pigment-grinding station into Automat99.&lt;br /&gt;
&lt;br /&gt;
And, thanks to the Mystery Board, in an effort largely driven by Solomon Scott (though with plenty of help!), Abraxus Scott&#039;s Ghost was split off from the Arena&#039;s Spirit and returned to physical form. (He&#039;s new to being a dad, but seems taken with it so far!)&lt;br /&gt;
&lt;br /&gt;
However, right at the end of the meeting, drastic action was taken: Taylor Jones, in a final attempt to get rid of Studio P, gave up an unspecified favour to have the Pit consume it.&lt;br /&gt;
&lt;br /&gt;
Across the Bridge, a rather larger than usual expedition went to solve the (possible) murder of Heaventown. The evidence was scattered and relatively thin on the ground - and, to resolve the deadlock, Dennis Scott chose to sign the searingly powerful Compact Utopian, the heart of Heaventown.&lt;br /&gt;
&lt;br /&gt;
His signature was accepted, and the rest of the expeditionary party followed suit - though Green Griffiths became significantly injured when the Compact was misaligned with their Ghost.&lt;br /&gt;
&lt;br /&gt;
= Week 8 =&lt;br /&gt;
&lt;br /&gt;
Progress continued to be made on solving the Mysteries on the Mystery Board, but with Heaventown left in peace, no new building arrived in the village. Snowflake, a witch fleeing the war between her home and the encroaching horrors, was allowed to stay in Penwick; Ethel Jones healed their Wounds, and Modicum Griffiths helped them settle in. Director Griffiths spurred on Pestle Griffiths, Taylor Jones, and Green Griffiths - the siblings - to look further into the disappearance of Lila Scott; after getting Dennis on board, but failing to get any relevant information out of Solomon, Dennis led them to the South Wing itself.&lt;br /&gt;
&lt;br /&gt;
With new information in hand, and with help from Patchwork Griffiths, Graham Jones, Solomon Scott, Taylor Jones, and several others, Dennis Scott led a highly experimental bout of Reminiscing - culminating in cutting ties to his once-mother, Lilith Scott, for good. The aim was to bring into being another version of her, from before she began her experiments on others; as the meeting ended, Relative cards for Lils Scott manifested themselves in the hands of some of the participants...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Week 9 =&lt;br /&gt;
&lt;br /&gt;
Ethel Jones&#039; experiments in botany continued, this week producing a particularly dense variant of sedge-grass that successfully sealed up the Pit on the beach. (The Pit that ate the Studio, however, remained at large.) Lils Scott made her first appearance, bouncing from conversation to conversation before heading right out again, almost certainly to try something ill-advised. The villagers began preparing for their upcoming expedition - to intervene in the war Snowflake fled - and she provided her best attempt at a map, to help produce a viable plan of attack. Ethel Jones led the preparations; fittingly, Grandfather Clarence&#039;s aim to find a suitable heir to lead the Jones family had, by now, narrowed down to Ethel and Graham Jones.&lt;br /&gt;
&lt;br /&gt;
The voyage across the Bridge was decisive, with Ethel Jones&#039; strange botany managing to animate some trees of the deeper woodland to defend the expedition&#039;s arrival site. They intervened first at a hospital on the witches&#039; side, helping one evacuate and fending off waves of horrors; they then went deep into the territory claimed by Stalkmoor, an encoraching world of horrors, in pursuit of strong artefacts. Finally, a group met up with some witches deep behind the battle lines, and helped them establish a ward-line - though doing so drew the ire of the apex predator of the Stalkmoor, Abel Moorhold.&lt;br /&gt;
&lt;br /&gt;
After a protracted fight, Moorhold was seen off, and with Ethel&#039;s trees carving a (slow) trail of destruction through the horrors that remained, it seems the Penwick delegation may have fully swayed the war - though beyond delivering a letter, Lilith Scott, who was sheltering there, was left unharmed.&lt;br /&gt;
&lt;br /&gt;
The next day, Graham Jones took to the Southwestern hilltop of the village, to finally continue his work to weave himself into the Jones family by changing the shape of his Ghost. He succeeded, with help from Modicum Griffiths and Henry Jones - but, as the Rite took hold, it began to overcome his body. Henry and Modicum, at Graham&#039;s request, helped his Ghost escape and overcome his body by attacking him.&lt;br /&gt;
&lt;br /&gt;
As the cuts were made, Graham Jones&#039; body began to warp and invert in strange, otherworldly ways - and now, standing on that hilltop, is the [[Grey Library|Grey Library]].&lt;br /&gt;
&lt;br /&gt;
However, this was not without its risks. With the last hilltop filled, the centre of Penwick was rumbling dangerously; the Office of Bequests, in particular, seemed to be subject to tremors, but everywhere was unsafe. The outskirts - the hills, and Old Grimmsby, and Studio Pit - were safer ground; as the shaking only seemed to be intensifying, the people of Penwick Gorge were forced to take shelter there.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Term 3 =&lt;br /&gt;
&lt;br /&gt;
= Week 1 =&lt;br /&gt;
&lt;br /&gt;
The tremoring died down enough for travel between hilltops to once again be possible, and so the village meetings resumed. The Office of Bequests has risen to tower over the village, the labyrinthine basements now above ground; thanks to some quick thinking from Green Griffiths, Olympia, stuck at the top, is being sent food. Granny Ash, having been sent both incredibly potent alcohol and a cursed box, nearly died, being saved by some quick thinking and dangerous self-sacrifice from Green Griffiths and Ethel Jones. The devastation had clearly taken its toll - Gideon and Griswold were working together, and only slightly bickering, to help fix people up.&lt;br /&gt;
&lt;br /&gt;
At the end of the meeting, Henry Jones led a highly unstable World-Rite to build a foundation out of a cursed jar of mist, linked to the village via a Poison, and driven wild by his own chaotic Ghost. The results were - &#039;&#039;concerning&#039;&#039;: the fog around the village has slowly retreated over the time since, revealing that the other side of the Gorge is simply nothingness. The village of Penwick Gorge hangs in the void, unsupported and unconnected to anything else.&lt;br /&gt;
&lt;br /&gt;
The following day, and before the nature of the village&#039;s environment had become clear, Green and Pestle Griffiths ventured across the bridge to finally take up the invitation to tour GeistCo Headquarters. They met the illustrious John Geist, CEO of GeistCo, and - via a lengthy internship process - narrowly avoided gaining a permanent position at the company, getting Penwick blacklisted as a result.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Week 2 =&lt;br /&gt;
&lt;br /&gt;
A week of major investigations and changes. Modicum Griffiths abseiled over the side of the village to investigate the newfound void between village and fog, and returned having been in some way spoken to by the Village itself; Patchwork Griffiths led an expedition to the newly visible source of the river, finding a large Poison there and managing to restart the flow of fish downriver! And Green, Taylor and Pestle bargained with the Pit, with a little help from Modicum and Henry, to secure non-aggression into the future - leaving the Pit a still ominous but largely harmless entity (to the people of Penwick, anyway).&lt;br /&gt;
&lt;br /&gt;
= Week 3 =&lt;br /&gt;
&lt;br /&gt;
With the tremors showing no signs of stopping, this week was the final push. The heads of the families, seeing all that the folks crossing the bridge had achieved - solving the food crisis, bringing in new places and new magic - left it up to them to solve one last problem, and deal with the tremors for good.&lt;br /&gt;
&lt;br /&gt;
A splinter of Despair-Not-As-The-Mists-Close-In Scott was seen roaming the beach, wheeling and dealing, and facilitated a rather ominous exchange: Taylor Jones&#039; immortality, for Ethel&#039;s mortality. (Several other fragments came and went, though with comparatively less mercantile success.) In the meantime, Green Griffiths led a negotiation with the Pit, promising it the entire harvest of the Fantasticopse&#039;s fruits in exchange for the safe return of Studio P; the Pit agreed, and the Studio was restored. (It is, as yet, unclear what the Pit plans to &#039;&#039;do&#039;&#039; with the fruits...)&lt;br /&gt;
&lt;br /&gt;
Several plans for reaching the Office of Bequests were floated, including a network of tunnels, a flying machine, and a new Geist to form a set of basements. There was significant back and forth over this, not least between Pestle Griffiths and his siblings, since of the three, only Pestle wanted Pestle to turn into a building. Still, the need to Ascend in a new and alien way led Pestle to take the unprecedented step of &#039;&#039;rotating&#039;&#039; the axes of his Ghost, setting it out of alignment with the conventional six points.&lt;br /&gt;
&lt;br /&gt;
In the end, the Office of Bequests needed excavation - the entrance being buried under the ground - but that proved a small concern compared to its next demand: to open up, the Office demanded one more Geist. (Or, to be more exact, the Village demanded it...) Pestle was again strongly considering Ascension, but between him, Ethel and Green, a thoroughly good point was raised: The Agency, caught in the Village&#039;s orbit, didn&#039;t want to be &amp;quot;eaten&amp;quot; as and when the village grew... and the Village needed one more Geist.&lt;br /&gt;
&lt;br /&gt;
The solution, then, was found in a peaceable bit of Reminiscing - specifically, recalling that the Director, Pestle being their favourite nephew, might well have passed down their Dossier to a prized agent. And with the transfer of the Dossier, the heart of the Agency, the whole of its offices manifested themselves at the base of the tower of the Office of Bequests.&lt;br /&gt;
&lt;br /&gt;
It was still necessary to get there, though. Ethel Jones managed to construct strange, iridescent wings out of plants and concentrated Spirits, grafting them to her back; suitably inspired, or perhaps simply out of time, Modicum led a world-Rite to create a flying machine - specifically, by taking the Poison at the source of the river, and pointing it &#039;&#039;downwards&#039;&#039;. (While this did indeed serve as safe transport to the Office of Bequests, a significant portion of the village&#039;s central valley is now both damp and strewn with fish.)&lt;br /&gt;
&lt;br /&gt;
The Office of Bequests itself was a labyrinth of boxes, and the expeditionary party were forced to split up to make progress in time. Remnants of past weeks littered the basements; from a curiously friendly Jack-in-the-Box, to a lurking Anglerfish, to a bomb set by Lils for her older self, and past Lilith Scott herself and a hit squad of Johns Geist - and finally, past the Pit, to the Heart of the Village: one giant Poison.&lt;br /&gt;
&lt;br /&gt;
The expedition was an unmitigated success in one sense - no fatalities, and the Heart of the Village made clear its goal: to Ascend, growing up and out into a vaster, wilder world. And being the first to volunteer, Ethel Jones and Modicum Griffiths agreed to take the lead on helping to plan out what this expansion would look like.&lt;br /&gt;
&lt;br /&gt;
On returning to the beach via the recently-missing Compass Rose, whose vines had been cajoled into a convenient ramp, Ethel, Modicum, and everyone else set to work. Loose ends from the Office of Bequests were tied off, one by one - the tied up Lilith Scott was tried by a tribunal of the three families (after she had, correctly, guessed that her own family head would be out for blood); Ethel Jones, in her capacity as heir to the family, Granny Ash (on promise from the South Wing of alcohol) and the Great-Grand-Scott ruled for Lilith&#039;s quick removal, to ensure Lils would be able to continue to exist. The sentence was swiftly carried out, and the Pit (concerningly gleefully) employed to remove Lilith&#039;s last remnants from the village.&lt;br /&gt;
&lt;br /&gt;
Bogart Samsara, lost in pursuit of a case, was set on a new trail: the Case of Current Events in Heaventown. As everyone knows, a sleuth can go anywhere when on the case; Bogart was quickly able to return home.&lt;br /&gt;
&lt;br /&gt;
The Handler, a rogue spy from the Agency, realised Pestle&#039;s deception in the Office, and came to hunt him down in pursuit of the Director. After being disarmed, he became irrationally convinced in the brilliance of his plan to tell Pestle &amp;quot;hey, look over there!&amp;quot; - and ran directly onto his spear. Again, somewhat concerningly, the Pit was employed to remove the remains.&lt;br /&gt;
&lt;br /&gt;
The GeistCo Executive who fled to Penwick Gorge before the tremors began was gratified to hear that John Geist had been seen off, and given - fittingly - a middle-management position in the Jones family.&lt;br /&gt;
&lt;br /&gt;
Snalexander Murex was reassured that no matter the design of the new regions of Penwick, the caves that attacked Grimmsby would find no way in.&lt;br /&gt;
&lt;br /&gt;
Finally, the big moments - Ascension.&lt;br /&gt;
&lt;br /&gt;
Pestle Griffiths&#039; newly rotated Ghost was intended to align with Constancy, not Change; as such, he attempted to Ascend through this, emphasising his remaining Pestle-ness while also attempting to become a home for himself and his immediate family. This produced no immediately obvious results, though Modicum and Ethel did vouch that he looked &amp;quot;more Pestle-y&amp;quot; from every angle.&lt;br /&gt;
&lt;br /&gt;
And finally, the planned expansion to the village took hold:&lt;br /&gt;
&lt;br /&gt;
New magic, in the form of elementalism and widespread telepathy;&lt;br /&gt;
&lt;br /&gt;
New capabilities, in the form of mass-production and better animal husbandry;&lt;br /&gt;
&lt;br /&gt;
New scenery, in the form of vast underwater buildings and sweeping forested hills;&lt;br /&gt;
&lt;br /&gt;
And new life, in the form of huge, flying crabs, and small, vaguely amorphous Fdogs.&lt;br /&gt;
&lt;br /&gt;
As the final changes took hold, the fog itself - the barrier surrounding the village since time immemorial - blinked. A multitude of eyes opened, and Fdogs spilled out, marching their way outward and inward. And in their wake, something never before seen in Penwick Gorge appeared: a horizon. The world was, now, bigger than the eye could see.&lt;br /&gt;
&lt;br /&gt;
To one side, the glittering sea off Grim Bay stretched out, with vague shapes visible beneath, and the occasional pincer waving above the surf; to the other, an array of hills, forested but traversable. The world of Penwick Gorge has grown, and the innermost village is, now, only the centre.&lt;br /&gt;
&lt;br /&gt;
And on one small hilltop, just beyond where the fog used to sit, is a house - four or five bedrooms, squat, and with the vague silhouette of a hat for a roof-line.&lt;/div&gt;</summary>
		<author><name>Felix</name></author>
	</entry>
	<entry>
		<id>https://uh.camlarp.co.uk/w/index.php?title=Recent_History&amp;diff=355</id>
		<title>Recent History</title>
		<link rel="alternate" type="text/html" href="https://uh.camlarp.co.uk/w/index.php?title=Recent_History&amp;diff=355"/>
		<updated>2024-05-14T21:39:21Z</updated>

		<summary type="html">&lt;p&gt;Felix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Before the Game =&lt;br /&gt;
The river has abruptly run low on fish, and Penwick Gorge is running out of food. The seniors have decided that an expedition will be sent over the bridge. A meeting of the candidates to go has been called the evening before the expedition to prepare.&lt;br /&gt;
&lt;br /&gt;
= Week 1 =&lt;br /&gt;
The first expedition returns across the bridge with food, and reports a strange world of living toys. Faced with the choice of taking the Heart of Toyland and bring death to the place, they chose to leave it in place and depart.&lt;br /&gt;
&lt;br /&gt;
= Week 3 =&lt;br /&gt;
The second expedition returns across the bridge. Again, they bring food, and also a confusing tale of an Agency full of schemes and intrigue, ruled by a shadowy Director.&lt;br /&gt;
&lt;br /&gt;
= Week 5 =&lt;br /&gt;
After reports of missing villagers dragged in to the fog, a party venture across the bridge to get them back from an obvious trap. After reputedly succeeding, they brought back across the bridge an Anchor. Interestingly, the village now seems to have undergone major physical changes, now having a small dock and a bay?&lt;br /&gt;
&lt;br /&gt;
As well as the physical signs of what once was Grimmsby, several of its residents are here: the Sirens, led by Areefa; Selkie Grim, descendent of the founder of Grimmsby; the Family Murex; and a veteran soldier.&lt;br /&gt;
&lt;br /&gt;
Iggy also struck a deal with Happy Fields, and is now responsible for rounding up feral Poisons.&lt;br /&gt;
&lt;br /&gt;
= Week 6 =&lt;br /&gt;
&lt;br /&gt;
Despite no expeditions across the bridge, there were several developments. The Sirens have joined the Scott family, and Benth, a veteran soldier, has joined the Joneses. A sandcastle has been built on the beach, though it&#039;s hard to look at straight on, and rumours swirl about what&#039;s inside...&lt;br /&gt;
&lt;br /&gt;
In other news, [[Grim Voyaging|boat voyages]] have begun across the bay to explore what can be found nearby.&lt;br /&gt;
&lt;br /&gt;
= Week 7 =&lt;br /&gt;
&lt;br /&gt;
Plentiful developments this week! First, the S.S. Rickety Capsize was transformed into the HQB Imagination, a vessel reminiscent of a toy boat (but that still worked fine for a Voyage). Then, for the first time, the villagers were directly invited to a Tournament, and won it outright - though there have been several concerning signs in the immediate aftermath of their return, not least the appearance of an arena in Penwick.&lt;br /&gt;
&lt;br /&gt;
= Term 2 =&lt;br /&gt;
&lt;br /&gt;
= Week 1 =&lt;br /&gt;
&lt;br /&gt;
An eventful week, as new plants took root: a low, amphibious hedge, circling the village and sending up bursts of light when crossed; and a set of rose-vines along the sides of the Bridge. As well as this, three new Activities have joined the Schedule, and the brand-new magic of [[Gadgets|Gadgets]] has arrived in the village!&lt;br /&gt;
&lt;br /&gt;
But that wasn&#039;t the end of it - the village has also received its newest addition: a squat, boxy building on the Westernmost hilltop of the village.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Week 2 =&lt;br /&gt;
&lt;br /&gt;
The villagers managed to work out how to get the new building working, and now it&#039;s produced a couple of automatons to take care of some gardening issues! In other news, a horrible blood creature trespassed in the village meeting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Week 3 =&lt;br /&gt;
&lt;br /&gt;
The village saw three major events this week. First, Dennis Scott was cursed rather severely by a Shade from outside the village; second, Green Griffiths managed to orchestrate the building of a Poison sanctuary, revitalising the swamps (though witnesses attest it seemed a bit touch and go, safety-wise...), and the voyage across the bridge not only succeeded, but again brought back a new addition to the village, in the form of the glitzy Studio P.&lt;br /&gt;
&lt;br /&gt;
= Week 4 =&lt;br /&gt;
&lt;br /&gt;
The villagers began planning for their own Tournament this week, and plans were flying about how to use their shiny new broadcasting device. The suspicious body of Elma Pund was exhumed and destroyed, and Ethel Jones&#039; mysterious absence began. As well as this, Dennis Scott, Modicum Griffiths and Henry Jones made their landscaping debut by creating the Garden Path, an otherworldly gateway.&lt;br /&gt;
&lt;br /&gt;
= Week 5 =&lt;br /&gt;
&lt;br /&gt;
An eventful week! Henry Jones, Maestro of the Arena, made the very generous decision to allow the Pit to compete. He also managed to pioneer a new, experimental form of Haruspicy, known as [[Reminiscing|Reminiscing]]. Patchwork Griffiths became the first practitioner of Penwick Witchcraft, and with help from Robb Scott&#039;s stash of jars of mist, Solomon Scott finally patched up the worrying holes in the mist.&lt;br /&gt;
&lt;br /&gt;
Besides this, Dennis Scott led the efforts to build a brand-new forest on the Eastern hilltop of the village: the Fantasticopse, home to strange and wonderful fruits.&lt;br /&gt;
&lt;br /&gt;
The Tournament itself went off swimmingly, with Taylor Jones, Henry Jones and Pestle Griffiths backstage keeping things in order, and Taylor Jones, Solomon Scott and Pestle Griffiths competing as well. (Taylor did both at once through burgeoning time powers; Pestle simply retroactively competed rather than helping backstage.)&lt;br /&gt;
&lt;br /&gt;
At the end, the Penwick team won the Wish-Ink - though Taylor Jones attempted to duplicate it, resulting in mysterious and volatile consequences...&lt;br /&gt;
&lt;br /&gt;
= Week 6 =&lt;br /&gt;
&lt;br /&gt;
The results of the Wishes made themselves clear, as the [[Mystery Board|Mystery Board]] manifested itself in Penwick. A group of witches, who made themselves known at the Tournament, were allowed into the village to make their case against Granny Ash, though they got very little support from the locals to actually do anything about it. The mysterious Bogart Samsara also came by, to request the villagers&#039; help solving the case of the (possible) murder of Heaventown; they decided to aim the bridge there for next week.&lt;br /&gt;
&lt;br /&gt;
Oh, and the Thing in the Pit came by to barter with some Pigments. That&#039;s probably fine.&lt;br /&gt;
&lt;br /&gt;
= Week 7 =&lt;br /&gt;
&lt;br /&gt;
Bogart Samsara returned, this time to brief the soon-to-be sleuths of the village on the situation on the ground in Heaventown. Some Poisons seemed very keen that Heaventown itself be brought back, too. Graham Jones began some truly experimental Reminiscing, telling meandering tales about himself that were then layered with meta-stories by Ethel and Henry Jones. Green Griffiths became a direct descendent of the Pit, bringing their two siblings along for the ride, and Dennis Scott encouraged SERGE to implement an experimental Pigment-grinding station into Automat99.&lt;br /&gt;
&lt;br /&gt;
And, thanks to the Mystery Board, in an effort largely driven by Solomon Scott (though with plenty of help!), Abraxus Scott&#039;s Ghost was split off from the Arena&#039;s Spirit and returned to physical form. (He&#039;s new to being a dad, but seems taken with it so far!)&lt;br /&gt;
&lt;br /&gt;
However, right at the end of the meeting, drastic action was taken: Taylor Jones, in a final attempt to get rid of Studio P, gave up an unspecified favour to have the Pit consume it.&lt;br /&gt;
&lt;br /&gt;
Across the Bridge, a rather larger than usual expedition went to solve the (possible) murder of Heaventown. The evidence was scattered and relatively thin on the ground - and, to resolve the deadlock, Dennis Scott chose to sign the searingly powerful Compact Utopian, the heart of Heaventown.&lt;br /&gt;
&lt;br /&gt;
His signature was accepted, and the rest of the expeditionary party followed suit - though Green Griffiths became significantly injured when the Compact was misaligned with their Ghost.&lt;br /&gt;
&lt;br /&gt;
= Week 8 =&lt;br /&gt;
&lt;br /&gt;
Progress continued to be made on solving the Mysteries on the Mystery Board, but with Heaventown left in peace, no new building arrived in the village. Snowflake, a witch fleeing the war between her home and the encroaching horrors, was allowed to stay in Penwick; Ethel Jones healed their Wounds, and Modicum Griffiths helped them settle in. Director Griffiths spurred on Pestle Griffiths, Taylor Jones, and Green Griffiths - the siblings - to look further into the disappearance of Lila Scott; after getting Dennis on board, but failing to get any relevant information out of Solomon, Dennis led them to the South Wing itself.&lt;br /&gt;
&lt;br /&gt;
With new information in hand, and with help from Patchwork Griffiths, Graham Jones, Solomon Scott, Taylor Jones, and several others, Dennis Scott led a highly experimental bout of Reminiscing - culminating in cutting ties to his once-mother, Lilith Scott, for good. The aim was to bring into being another version of her, from before she began her experiments on others; as the meeting ended, Relative cards for Lils Scott manifested themselves in the hands of some of the participants...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Week 9 =&lt;br /&gt;
&lt;br /&gt;
Ethel Jones&#039; experiments in botany continued, this week producing a particularly dense variant of sedge-grass that successfully sealed up the Pit on the beach. (The Pit that ate the Studio, however, remained at large.) Lils Scott made her first appearance, bouncing from conversation to conversation before heading right out again, almost certainly to try something ill-advised. The villagers began preparing for their upcoming expedition - to intervene in the war Snowflake fled - and she provided her best attempt at a map, to help produce a viable plan of attack. Ethel Jones led the preparations; fittingly, Grandfather Clarence&#039;s aim to find a suitable heir to lead the Jones family had, by now, narrowed down to Ethel and Graham Jones.&lt;br /&gt;
&lt;br /&gt;
The voyage across the Bridge was decisive, with Ethel Jones&#039; strange botany managing to animate some trees of the deeper woodland to defend the expedition&#039;s arrival site. They intervened first at a hospital on the witches&#039; side, helping one evacuate and fending off waves of horrors; they then went deep into the territory claimed by Stalkmoor, an encoraching world of horrors, in pursuit of strong artefacts. Finally, a group met up with some witches deep behind the battle lines, and helped them establish a ward-line - though doing so drew the ire of the apex predator of the Stalkmoor, Abel Moorhold.&lt;br /&gt;
&lt;br /&gt;
After a protracted fight, Moorhold was seen off, and with Ethel&#039;s trees carving a (slow) trail of destruction through the horrors that remained, it seems the Penwick delegation may have fully swayed the war - though beyond delivering a letter, Lilith Scott, who was sheltering there, was left unharmed.&lt;br /&gt;
&lt;br /&gt;
The next day, Graham Jones took to the Southwestern hilltop of the village, to finally continue his work to weave himself into the Jones family by changing the shape of his Ghost. He succeeded, with help from Modicum Griffiths and Henry Jones - but, as the Rite took hold, it began to overcome his body. Henry and Modicum, at Graham&#039;s request, helped his Ghost escape and overcome his body by attacking him.&lt;br /&gt;
&lt;br /&gt;
As the cuts were made, Graham Jones&#039; body began to warp and invert in strange, otherworldly ways - and now, standing on that hilltop, is the [[Grey Library|Grey Library]].&lt;br /&gt;
&lt;br /&gt;
However, this was not without its risks. With the last hilltop filled, the centre of Penwick was rumbling dangerously; the Office of Bequests, in particular, seemed to be subject to tremors, but everywhere was unsafe. The outskirts - the hills, and Old Grimmsby, and Studio Pit - were safer ground; as the shaking only seemed to be intensifying, the people of Penwick Gorge were forced to take shelter there.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Term 3 =&lt;br /&gt;
&lt;br /&gt;
= Week 1 =&lt;br /&gt;
&lt;br /&gt;
The tremoring died down enough for travel between hilltops to once again be possible, and so the village meetings resumed. The Office of Bequests has risen to tower over the village, the labyrinthine basements now above ground; thanks to some quick thinking from Green Griffiths, Olympia, stuck at the top, is being sent food. Granny Ash, having been sent both incredibly potent alcohol and a cursed box, nearly died, being saved by some quick thinking and dangerous self-sacrifice from Green Griffiths and Ethel Jones. The devastation had clearly taken its toll - Gideon and Griswold were working together, and only slightly bickering, to help fix people up.&lt;br /&gt;
&lt;br /&gt;
At the end of the meeting, Henry Jones led a highly unstable World-Rite to build a foundation out of a cursed jar of mist, linked to the village via a Poison, and driven wild by his own chaotic Ghost. The results were - &#039;&#039;concerning&#039;&#039;: the fog around the village has slowly retreated over the time since, revealing that the other side of the Gorge is simply nothingness. The village of Penwick Gorge hangs in the void, unsupported and unconnected to anything else.&lt;br /&gt;
&lt;br /&gt;
The following day, and before the nature of the village&#039;s environment had become clear, Green and Pestle Griffiths ventured across the bridge to finally take up the invitation to tour GeistCo Headquarters. They met the illustrious John Geist, CEO of GeistCo, and - via a lengthy internship process - narrowly avoided gaining a permanent position at the company, getting Penwick blacklisted as a result.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Week 2 =&lt;br /&gt;
&lt;br /&gt;
A week of major investigations and changes. Modicum Griffiths abseiled over the side of the village to investigate the newfound void between village and fog, and returned having been in some way spoken to by the Village itself; Patchwork Griffiths led an expedition to the newly visible source of the river, finding a large Poison there and managing to restart the flow of fish downriver! And Green, Taylor and Pestle bargained with the Pit, with a little help from Modicum and Henry, to secure non-aggression into the future - leaving the Pit a still ominous but largely harmless entity (to the people of Penwick, anyway).&lt;/div&gt;</summary>
		<author><name>Felix</name></author>
	</entry>
	<entry>
		<id>https://uh.camlarp.co.uk/w/index.php?title=Map&amp;diff=354</id>
		<title>Map</title>
		<link rel="alternate" type="text/html" href="https://uh.camlarp.co.uk/w/index.php?title=Map&amp;diff=354"/>
		<updated>2024-05-08T18:05:46Z</updated>

		<summary type="html">&lt;p&gt;Felix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below is a sketch map of the current state of the village:&lt;br /&gt;
&lt;br /&gt;
[[File:Penwick map updated 5.png]]&lt;br /&gt;
&lt;br /&gt;
And here is a more artistic rendering (though the locations of buildings should not be taken as gospel, and the factory, Studio Pit, sanctuary, Fantasticopse, and Grey Library have been added after the fact):&lt;br /&gt;
&lt;br /&gt;
[[File:Penwick updated 3.jpg]]&lt;/div&gt;</summary>
		<author><name>Felix</name></author>
	</entry>
	<entry>
		<id>https://uh.camlarp.co.uk/w/index.php?title=File:Penwick_map_updated_5.png&amp;diff=353</id>
		<title>File:Penwick map updated 5.png</title>
		<link rel="alternate" type="text/html" href="https://uh.camlarp.co.uk/w/index.php?title=File:Penwick_map_updated_5.png&amp;diff=353"/>
		<updated>2024-05-08T18:05:40Z</updated>

		<summary type="html">&lt;p&gt;Felix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Map updated to include the void&lt;/div&gt;</summary>
		<author><name>Felix</name></author>
	</entry>
	<entry>
		<id>https://uh.camlarp.co.uk/w/index.php?title=Recent_History&amp;diff=352</id>
		<title>Recent History</title>
		<link rel="alternate" type="text/html" href="https://uh.camlarp.co.uk/w/index.php?title=Recent_History&amp;diff=352"/>
		<updated>2024-05-08T18:00:23Z</updated>

		<summary type="html">&lt;p&gt;Felix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Before the Game =&lt;br /&gt;
The river has abruptly run low on fish, and Penwick Gorge is running out of food. The seniors have decided that an expedition will be sent over the bridge. A meeting of the candidates to go has been called the evening before the expedition to prepare.&lt;br /&gt;
&lt;br /&gt;
= Week 1 =&lt;br /&gt;
The first expedition returns across the bridge with food, and reports a strange world of living toys. Faced with the choice of taking the Heart of Toyland and bring death to the place, they chose to leave it in place and depart.&lt;br /&gt;
&lt;br /&gt;
= Week 3 =&lt;br /&gt;
The second expedition returns across the bridge. Again, they bring food, and also a confusing tale of an Agency full of schemes and intrigue, ruled by a shadowy Director.&lt;br /&gt;
&lt;br /&gt;
= Week 5 =&lt;br /&gt;
After reports of missing villagers dragged in to the fog, a party venture across the bridge to get them back from an obvious trap. After reputedly succeeding, they brought back across the bridge an Anchor. Interestingly, the village now seems to have undergone major physical changes, now having a small dock and a bay?&lt;br /&gt;
&lt;br /&gt;
As well as the physical signs of what once was Grimmsby, several of its residents are here: the Sirens, led by Areefa; Selkie Grim, descendent of the founder of Grimmsby; the Family Murex; and a veteran soldier.&lt;br /&gt;
&lt;br /&gt;
Iggy also struck a deal with Happy Fields, and is now responsible for rounding up feral Poisons.&lt;br /&gt;
&lt;br /&gt;
= Week 6 =&lt;br /&gt;
&lt;br /&gt;
Despite no expeditions across the bridge, there were several developments. The Sirens have joined the Scott family, and Benth, a veteran soldier, has joined the Joneses. A sandcastle has been built on the beach, though it&#039;s hard to look at straight on, and rumours swirl about what&#039;s inside...&lt;br /&gt;
&lt;br /&gt;
In other news, [[Grim Voyaging|boat voyages]] have begun across the bay to explore what can be found nearby.&lt;br /&gt;
&lt;br /&gt;
= Week 7 =&lt;br /&gt;
&lt;br /&gt;
Plentiful developments this week! First, the S.S. Rickety Capsize was transformed into the HQB Imagination, a vessel reminiscent of a toy boat (but that still worked fine for a Voyage). Then, for the first time, the villagers were directly invited to a Tournament, and won it outright - though there have been several concerning signs in the immediate aftermath of their return, not least the appearance of an arena in Penwick.&lt;br /&gt;
&lt;br /&gt;
= Term 2 =&lt;br /&gt;
&lt;br /&gt;
= Week 1 =&lt;br /&gt;
&lt;br /&gt;
An eventful week, as new plants took root: a low, amphibious hedge, circling the village and sending up bursts of light when crossed; and a set of rose-vines along the sides of the Bridge. As well as this, three new Activities have joined the Schedule, and the brand-new magic of [[Gadgets|Gadgets]] has arrived in the village!&lt;br /&gt;
&lt;br /&gt;
But that wasn&#039;t the end of it - the village has also received its newest addition: a squat, boxy building on the Westernmost hilltop of the village.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Week 2 =&lt;br /&gt;
&lt;br /&gt;
The villagers managed to work out how to get the new building working, and now it&#039;s produced a couple of automatons to take care of some gardening issues! In other news, a horrible blood creature trespassed in the village meeting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Week 3 =&lt;br /&gt;
&lt;br /&gt;
The village saw three major events this week. First, Dennis Scott was cursed rather severely by a Shade from outside the village; second, Green Griffiths managed to orchestrate the building of a Poison sanctuary, revitalising the swamps (though witnesses attest it seemed a bit touch and go, safety-wise...), and the voyage across the bridge not only succeeded, but again brought back a new addition to the village, in the form of the glitzy Studio P.&lt;br /&gt;
&lt;br /&gt;
= Week 4 =&lt;br /&gt;
&lt;br /&gt;
The villagers began planning for their own Tournament this week, and plans were flying about how to use their shiny new broadcasting device. The suspicious body of Elma Pund was exhumed and destroyed, and Ethel Jones&#039; mysterious absence began. As well as this, Dennis Scott, Modicum Griffiths and Henry Jones made their landscaping debut by creating the Garden Path, an otherworldly gateway.&lt;br /&gt;
&lt;br /&gt;
= Week 5 =&lt;br /&gt;
&lt;br /&gt;
An eventful week! Henry Jones, Maestro of the Arena, made the very generous decision to allow the Pit to compete. He also managed to pioneer a new, experimental form of Haruspicy, known as [[Reminiscing|Reminiscing]]. Patchwork Griffiths became the first practitioner of Penwick Witchcraft, and with help from Robb Scott&#039;s stash of jars of mist, Solomon Scott finally patched up the worrying holes in the mist.&lt;br /&gt;
&lt;br /&gt;
Besides this, Dennis Scott led the efforts to build a brand-new forest on the Eastern hilltop of the village: the Fantasticopse, home to strange and wonderful fruits.&lt;br /&gt;
&lt;br /&gt;
The Tournament itself went off swimmingly, with Taylor Jones, Henry Jones and Pestle Griffiths backstage keeping things in order, and Taylor Jones, Solomon Scott and Pestle Griffiths competing as well. (Taylor did both at once through burgeoning time powers; Pestle simply retroactively competed rather than helping backstage.)&lt;br /&gt;
&lt;br /&gt;
At the end, the Penwick team won the Wish-Ink - though Taylor Jones attempted to duplicate it, resulting in mysterious and volatile consequences...&lt;br /&gt;
&lt;br /&gt;
= Week 6 =&lt;br /&gt;
&lt;br /&gt;
The results of the Wishes made themselves clear, as the [[Mystery Board|Mystery Board]] manifested itself in Penwick. A group of witches, who made themselves known at the Tournament, were allowed into the village to make their case against Granny Ash, though they got very little support from the locals to actually do anything about it. The mysterious Bogart Samsara also came by, to request the villagers&#039; help solving the case of the (possible) murder of Heaventown; they decided to aim the bridge there for next week.&lt;br /&gt;
&lt;br /&gt;
Oh, and the Thing in the Pit came by to barter with some Pigments. That&#039;s probably fine.&lt;br /&gt;
&lt;br /&gt;
= Week 7 =&lt;br /&gt;
&lt;br /&gt;
Bogart Samsara returned, this time to brief the soon-to-be sleuths of the village on the situation on the ground in Heaventown. Some Poisons seemed very keen that Heaventown itself be brought back, too. Graham Jones began some truly experimental Reminiscing, telling meandering tales about himself that were then layered with meta-stories by Ethel and Henry Jones. Green Griffiths became a direct descendent of the Pit, bringing their two siblings along for the ride, and Dennis Scott encouraged SERGE to implement an experimental Pigment-grinding station into Automat99.&lt;br /&gt;
&lt;br /&gt;
And, thanks to the Mystery Board, in an effort largely driven by Solomon Scott (though with plenty of help!), Abraxus Scott&#039;s Ghost was split off from the Arena&#039;s Spirit and returned to physical form. (He&#039;s new to being a dad, but seems taken with it so far!)&lt;br /&gt;
&lt;br /&gt;
However, right at the end of the meeting, drastic action was taken: Taylor Jones, in a final attempt to get rid of Studio P, gave up an unspecified favour to have the Pit consume it.&lt;br /&gt;
&lt;br /&gt;
Across the Bridge, a rather larger than usual expedition went to solve the (possible) murder of Heaventown. The evidence was scattered and relatively thin on the ground - and, to resolve the deadlock, Dennis Scott chose to sign the searingly powerful Compact Utopian, the heart of Heaventown.&lt;br /&gt;
&lt;br /&gt;
His signature was accepted, and the rest of the expeditionary party followed suit - though Green Griffiths became significantly injured when the Compact was misaligned with their Ghost.&lt;br /&gt;
&lt;br /&gt;
= Week 8 =&lt;br /&gt;
&lt;br /&gt;
Progress continued to be made on solving the Mysteries on the Mystery Board, but with Heaventown left in peace, no new building arrived in the village. Snowflake, a witch fleeing the war between her home and the encroaching horrors, was allowed to stay in Penwick; Ethel Jones healed their Wounds, and Modicum Griffiths helped them settle in. Director Griffiths spurred on Pestle Griffiths, Taylor Jones, and Green Griffiths - the siblings - to look further into the disappearance of Lila Scott; after getting Dennis on board, but failing to get any relevant information out of Solomon, Dennis led them to the South Wing itself.&lt;br /&gt;
&lt;br /&gt;
With new information in hand, and with help from Patchwork Griffiths, Graham Jones, Solomon Scott, Taylor Jones, and several others, Dennis Scott led a highly experimental bout of Reminiscing - culminating in cutting ties to his once-mother, Lilith Scott, for good. The aim was to bring into being another version of her, from before she began her experiments on others; as the meeting ended, Relative cards for Lils Scott manifested themselves in the hands of some of the participants...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Week 9 =&lt;br /&gt;
&lt;br /&gt;
Ethel Jones&#039; experiments in botany continued, this week producing a particularly dense variant of sedge-grass that successfully sealed up the Pit on the beach. (The Pit that ate the Studio, however, remained at large.) Lils Scott made her first appearance, bouncing from conversation to conversation before heading right out again, almost certainly to try something ill-advised. The villagers began preparing for their upcoming expedition - to intervene in the war Snowflake fled - and she provided her best attempt at a map, to help produce a viable plan of attack. Ethel Jones led the preparations; fittingly, Grandfather Clarence&#039;s aim to find a suitable heir to lead the Jones family had, by now, narrowed down to Ethel and Graham Jones.&lt;br /&gt;
&lt;br /&gt;
The voyage across the Bridge was decisive, with Ethel Jones&#039; strange botany managing to animate some trees of the deeper woodland to defend the expedition&#039;s arrival site. They intervened first at a hospital on the witches&#039; side, helping one evacuate and fending off waves of horrors; they then went deep into the territory claimed by Stalkmoor, an encoraching world of horrors, in pursuit of strong artefacts. Finally, a group met up with some witches deep behind the battle lines, and helped them establish a ward-line - though doing so drew the ire of the apex predator of the Stalkmoor, Abel Moorhold.&lt;br /&gt;
&lt;br /&gt;
After a protracted fight, Moorhold was seen off, and with Ethel&#039;s trees carving a (slow) trail of destruction through the horrors that remained, it seems the Penwick delegation may have fully swayed the war - though beyond delivering a letter, Lilith Scott, who was sheltering there, was left unharmed.&lt;br /&gt;
&lt;br /&gt;
The next day, Graham Jones took to the Southwestern hilltop of the village, to finally continue his work to weave himself into the Jones family by changing the shape of his Ghost. He succeeded, with help from Modicum Griffiths and Henry Jones - but, as the Rite took hold, it began to overcome his body. Henry and Modicum, at Graham&#039;s request, helped his Ghost escape and overcome his body by attacking him.&lt;br /&gt;
&lt;br /&gt;
As the cuts were made, Graham Jones&#039; body began to warp and invert in strange, otherworldly ways - and now, standing on that hilltop, is the [[Grey Library|Grey Library]].&lt;br /&gt;
&lt;br /&gt;
However, this was not without its risks. With the last hilltop filled, the centre of Penwick was rumbling dangerously; the Office of Bequests, in particular, seemed to be subject to tremors, but everywhere was unsafe. The outskirts - the hills, and Old Grimmsby, and Studio Pit - were safer ground; as the shaking only seemed to be intensifying, the people of Penwick Gorge were forced to take shelter there.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Term 3 =&lt;br /&gt;
&lt;br /&gt;
= Week 1 =&lt;br /&gt;
&lt;br /&gt;
The tremoring died down enough for travel between hilltops to once again be possible, and so the village meetings resumed. The Office of Bequests has risen to tower over the village, the labyrinthine basements now above ground; thanks to some quick thinking from Green Griffiths, Olympia, stuck at the top, is being sent food. Granny Ash, having been sent both incredibly potent alcohol and a cursed box, nearly died, being saved by some quick thinking and dangerous self-sacrifice from Green Griffiths and Ethel Jones. The devastation had clearly taken its toll - Gideon and Griswold were working together, and only slightly bickering, to help fix people up.&lt;br /&gt;
&lt;br /&gt;
At the end of the meeting, Henry Jones led a highly unstable World-Rite to build a foundation out of a cursed jar of mist, linked to the village via a Poison, and driven wild by his own chaotic Ghost. The results were - &#039;&#039;concerning&#039;&#039;: the fog around the village has slowly retreated over the time since, revealing that the other side of the Gorge is simply nothingness. The village of Penwick Gorge hangs in the void, unsupported and unconnected to anything else.&lt;br /&gt;
&lt;br /&gt;
The following day, and before the nature of the village&#039;s environment had become clear, Green and Pestle Griffiths ventured across the bridge to finally take up the invitation to tour GeistCo Headquarters. They met the illustrious John Geist, CEO of GeistCo, and - via a lengthy internship process - narrowly avoided gaining a permanent position at the company, getting Penwick blacklisted as a result.&lt;/div&gt;</summary>
		<author><name>Felix</name></author>
	</entry>
	<entry>
		<id>https://uh.camlarp.co.uk/w/index.php?title=Notable_Locations&amp;diff=351</id>
		<title>Notable Locations</title>
		<link rel="alternate" type="text/html" href="https://uh.camlarp.co.uk/w/index.php?title=Notable_Locations&amp;diff=351"/>
		<updated>2024-05-08T17:53:35Z</updated>

		<summary type="html">&lt;p&gt;Felix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Penwick Gorge has a few particularly notable locations not affiliated directly with a [[The Families|family]]:&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Post Office&#039;&#039;&#039;, run by the harried Kenneth Jones;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Happy Fields Creche&#039;&#039;&#039;, a home for injured, lost or otherwise vulnerable Poisons;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Office of [[Bequests]]&#039;&#039;&#039;, responsible for distributing the belongings willed by villagers to their descendents (or, frankly, to whomever they’re addressed);&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grim Bay&#039;&#039;&#039;, an inlet of the ocean that became part of the village when Evander Scott brought Grim&#039;s Anchor back across the Bridge;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Sandcastle&#039;&#039;&#039;, a large, shifting sandcastle built on the beachfront;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Grimmsby&#039;&#039;&#039;, the remnants of the town of Grimmsby, that became part of the village when Evander Scott brought Grim&#039;s Anchor back across the bridge;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Arena&#039;&#039;&#039;, taken from the Sunset Tournament and recently host to the village&#039;s own Tournament in pursuit of Wish-Ink;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Automat99&#039;&#039;&#039;, the robot factory, run by the benevolent(?) computer SERGE;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Studio Pit&#039;&#039;&#039;, formerly Studio P, the GV (Ghost-Vision) Studio, capable of broadcasting signals outside the village;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Fantasticopse&#039;&#039;&#039;, a stand of highly productive trees bearing wondrous fruit, and containing the Garden Path - an alternative route out of the village - at its heart.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The [[Mystery Board|Mystery Board]]&#039;&#039;&#039;, a noticeboard gleaming with unanswered questions about anything and everything.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The [[Grey Library|Grey Library]]&#039;&#039;&#039;, a building that echoes with knowledge being passed down.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Void&#039;&#039;&#039;, the emptiness between the edge of the village and the fog, exposed now that the fog has retreated to fully enclose the village after a World Rite led by Henry Jones.&lt;/div&gt;</summary>
		<author><name>Felix</name></author>
	</entry>
	<entry>
		<id>https://uh.camlarp.co.uk/w/index.php?title=Mystery_Board&amp;diff=350</id>
		<title>Mystery Board</title>
		<link rel="alternate" type="text/html" href="https://uh.camlarp.co.uk/w/index.php?title=Mystery_Board&amp;diff=350"/>
		<updated>2024-05-07T18:01:18Z</updated>

		<summary type="html">&lt;p&gt;Felix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Mystery Board records mysteries, and - provided it receives &#039;&#039;evidence&#039;&#039;, as well as answers - records their answers, too.&lt;br /&gt;
&lt;br /&gt;
=== Fully Solved Mysteries ===&lt;br /&gt;
&lt;br /&gt;
Why are Poisons not like People? (2 stars)&lt;br /&gt;
*: &#039;&#039;&#039;The physical&#039;&#039;&#039; - &amp;quot;They&#039;re just little guys. Proof: Look at &#039;em.&amp;quot;&lt;br /&gt;
**: &#039;&#039;&#039;Beyond the physical&#039;&#039;&#039; - &amp;quot;They don&#039;t have a Ghost, but can act as a container for the Ghost. Proof: Modicum can see they&#039;ve got no Ghost, and Taylor successfully stored a little Ghost-stuff within one.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
How do Pigments work? (3 stars)&lt;br /&gt;
*: &#039;&#039;&#039;Usage&#039;&#039;&#039; - &amp;quot;They can be used with Rite-Paper to modify the Ghost. Evidence: Rites.&amp;quot;&lt;br /&gt;
**: &#039;&#039;&#039;Production&#039;&#039;&#039; - &amp;quot;They come from, and are connected to, places. Evidence: Pigments from the Agency, Studio G, Automat98, and Grimmsby.&amp;quot;&lt;br /&gt;
***: &#039;&#039;&#039;Nature&#039;&#039;&#039;  - &amp;quot;They connect you to the Spirit of a place, once you pare down your Ghost to make room. Evidence: When the Rite is dissonant with the Pigment, it results in more severe Consequences.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
What happened to Abraxus Scott, and how could it be undone? (3 stars)&lt;br /&gt;
*: &#039;&#039;&#039;The Basics&#039;&#039;&#039; - &amp;quot;He&#039;s gone. Evidence: He&#039;s not here.&amp;quot;&lt;br /&gt;
**: &#039;&#039;&#039;The Explanation&#039;&#039;&#039; - &amp;quot;He was merged into the Arena. Evidence: People living in and around it called the Arena and its locale Abraxus.&amp;quot;&lt;br /&gt;
***: &#039;&#039;&#039;The Return&#039;&#039;&#039; - &amp;quot;He needs a body; his Ghost remains in the Arena and could be retrieved. Evidence: A Pigment was refined from it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Where is Lilith Scott? (3 stars)&lt;br /&gt;
*: &#039;&#039;&#039;The Basics&#039;&#039;&#039; - &amp;quot;Not here. Evidence: The village isn&#039;t on fire as she wars with the Great-Grand-Scott.&amp;quot;&lt;br /&gt;
**: &#039;&#039;&#039;The Truth&#039;&#039;&#039; - &amp;quot;Where the Witches are. Evidence: Information in Agency dossiers.&amp;quot;&lt;br /&gt;
***: &#039;&#039;&#039;The Details&#039;&#039;&#039; - &amp;quot;Coven Tree. Evidence: The Director&#039;s testimony on the place&#039;s name.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
What are Poisons &#039;&#039;missing?&#039;&#039; (3 stars)&lt;br /&gt;
*: &#039;&#039;&#039;The Physical&#039;&#039;&#039; - &amp;quot;Limbs/skeleton. Evidence: Look at them.&amp;quot;&lt;br /&gt;
**: &#039;&#039;&#039;The Metaphysical&#039;&#039;&#039; - &amp;quot;Timelessness. Evidence: They have no Ghost.&amp;quot;&lt;br /&gt;
***: &#039;&#039;&#039;The Intrinsic&#039;&#039;&#039; - &amp;quot;Independence from the village. Evidence: We&#039;ve never seen them elsewhere and they carry out the will of the village (sometimes).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Who is John Geist? (2 stars)&lt;br /&gt;
*: &#039;&#039;&#039;The Man&#039;&#039;&#039; - &amp;quot;The CEO of GeistCo. Evidence: Heard an Executive say it.&amp;quot;&lt;br /&gt;
**: &#039;&#039;&#039;The Plan&#039;&#039;&#039; - &amp;quot;Where the GeistCo payments go. Evidence: Trial and error.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
What are Greater Spirits? (4 stars)&lt;br /&gt;
*: &#039;&#039;&#039;The Obvious&#039;&#039;&#039; - &amp;quot;Bigger than a Ghost. Evidence: Modicum looked, and they&#039;re brighter.&amp;quot;&lt;br /&gt;
**: &#039;&#039;&#039;The Name&#039;&#039;&#039; - &amp;quot;Geists, and maybe more beyond. Evidence: We&#039;ve seen &#039;em, plus testimony from the South Wing.&amp;quot;&lt;br /&gt;
***: &#039;&#039;&#039;The Nature&#039;&#039;&#039; - &amp;quot;Location spirits. Evidence: The heart of Studio G looked the same, spiritually, as Studio G, when examined by Modicum.&amp;quot;&lt;br /&gt;
****: &#039;&#039;&#039;The Supernatural&#039;&#039;&#039; - &amp;quot;Higher dimensional. &#039;Evidence&#039;: Interpretation of Hug Griffiths&#039; inebriated scribblings.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Who is the Coven&#039;s leader? (3 stars)&lt;br /&gt;
*: &#039;&#039;&#039;The Name&#039;&#039;&#039; - &amp;quot;Ashphodel. Evidence: The testimony of the Witches after Granny Ash.&amp;quot;&lt;br /&gt;
**: &#039;&#039;&#039;The Truth&#039;&#039;&#039; - &amp;quot;Nobody. Evidence: Granny Ash left.&amp;quot;&lt;br /&gt;
***: &#039;&#039;&#039;The Inhuman&#039;&#039;&#039; - &amp;quot;The Curse-of-Curses. Evidence: Granny Ash confided in Modicum.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Why six segments of Rite-Paper? (3 stars)&lt;br /&gt;
*: &#039;&#039;&#039;The Simple&#039;&#039;&#039; - &amp;quot;Well, it has to be a finite number. Evidence: There&#039;s a finite amount of Ghost to shape.&amp;quot;&lt;br /&gt;
**: &#039;&#039;&#039;The Artistic&#039;&#039;&#039; - &amp;quot;For symmetry. Evidence: &#039;&#039;&#039;None.&#039;&#039;&#039; Modicum looked at the answers, and received Consequences.&amp;quot;&lt;br /&gt;
***: &#039;&#039;&#039;The Dimensional&#039;&#039;&#039; - &amp;quot;3 dimensions, positive and negative. Evidence: The opposing segments seem actually opposite.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ongoing Mysteries ===&lt;br /&gt;
&lt;br /&gt;
What happens to your Ghost when you die? (5 stars)&lt;br /&gt;
*: &#039;&#039;&#039;The Blunt&#039;&#039;&#039; - &amp;quot;It dies too. Evidence: Modicum saw that the zombie that was Elma Pund was filled by another Spirit, so her original Ghost must&#039;ve died.&amp;quot;&lt;br /&gt;
**: &#039;&#039;&#039;The Possible&#039;&#039;&#039; - &amp;quot;It can stay behind. Evidence: &#039;&#039;&#039;None.&#039;&#039;&#039; Modicum looked at the answers, and received Consequences.&amp;quot;&lt;br /&gt;
***: &#039;&#039;&#039;The Metaphysical&#039;&#039;&#039; - &amp;quot;Its timeline ends. Evidence: &#039;&#039;&#039;None.&#039;&#039;&#039; Modicum looked at the answers, and received a Wound.&amp;quot;&lt;br /&gt;
****: ???&lt;br /&gt;
*****: ???&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Why three families? (5 stars)&lt;br /&gt;
*: ???&lt;br /&gt;
**: ???&lt;br /&gt;
***: ???&lt;br /&gt;
****: &#039;&#039;&#039;The Axial&#039;&#039;&#039; - &amp;quot;3 axes. Evidence: People live in 3D.&amp;quot;&lt;br /&gt;
*****: ???&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
How do Poisons work? (4 stars)&lt;br /&gt;
*: &#039;&#039;&#039;The Basics&#039;&#039;&#039; - &amp;quot;You feed them to change their insides, and squeeze them to get them to spit their insides out. Evidence: Experience.&amp;quot;&lt;br /&gt;
**: ???&lt;br /&gt;
***: ???&lt;br /&gt;
****: ???&lt;/div&gt;</summary>
		<author><name>Felix</name></author>
	</entry>
	<entry>
		<id>https://uh.camlarp.co.uk/w/index.php?title=Mystery_Board&amp;diff=348</id>
		<title>Mystery Board</title>
		<link rel="alternate" type="text/html" href="https://uh.camlarp.co.uk/w/index.php?title=Mystery_Board&amp;diff=348"/>
		<updated>2024-03-23T01:45:26Z</updated>

		<summary type="html">&lt;p&gt;Felix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Mystery Board records mysteries, and - provided it receives &#039;&#039;evidence&#039;&#039;, as well as answers - records their answers, too.&lt;br /&gt;
&lt;br /&gt;
=== Fully Solved Mysteries ===&lt;br /&gt;
&lt;br /&gt;
Why are Poisons not like People? (2 stars)&lt;br /&gt;
*: &#039;&#039;&#039;The physical&#039;&#039;&#039; - &amp;quot;They&#039;re just little guys. Proof: Look at &#039;em.&amp;quot;&lt;br /&gt;
**: &#039;&#039;&#039;Beyond the physical&#039;&#039;&#039; - &amp;quot;They don&#039;t have a Ghost, but can act as a container for the Ghost. Proof: Modicum can see they&#039;ve got no Ghost, and Taylor successfully stored a little Ghost-stuff within one.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
How do Pigments work? (3 stars)&lt;br /&gt;
*: &#039;&#039;&#039;Usage&#039;&#039;&#039; - &amp;quot;They can be used with Rite-Paper to modify the Ghost. Evidence: Rites.&amp;quot;&lt;br /&gt;
**: &#039;&#039;&#039;Production&#039;&#039;&#039; - &amp;quot;They come from, and are connected to, places. Evidence: Pigments from the Agency, Studio G, Automat98, and Grimmsby.&amp;quot;&lt;br /&gt;
***: &#039;&#039;&#039;Nature&#039;&#039;&#039;  - &amp;quot;They connect you to the Spirit of a place, once you pare down your Ghost to make room. Evidence: When the Rite is dissonant with the Pigment, it results in more severe Consequences.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
What happened to Abraxus Scott, and how could it be undone? (3 stars)&lt;br /&gt;
*: &#039;&#039;&#039;The Basics&#039;&#039;&#039; - &amp;quot;He&#039;s gone. Evidence: He&#039;s not here.&amp;quot;&lt;br /&gt;
**: &#039;&#039;&#039;The Explanation&#039;&#039;&#039; - &amp;quot;He was merged into the Arena. Evidence: People living in and around it called the Arena and its locale Abraxus.&amp;quot;&lt;br /&gt;
***: &#039;&#039;&#039;The Return&#039;&#039;&#039; - &amp;quot;He needs a body; his Ghost remains in the Arena and could be retrieved. Evidence: A Pigment was refined from it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Where is Lilith Scott? (3 stars)&lt;br /&gt;
*: &#039;&#039;&#039;The Basics&#039;&#039;&#039; - &amp;quot;Not here. Evidence: The village isn&#039;t on fire as she wars with the Great-Grand-Scott.&amp;quot;&lt;br /&gt;
**: &#039;&#039;&#039;The Truth&#039;&#039;&#039; - &amp;quot;Where the Witches are. Evidence: Information in Agency dossiers.&amp;quot;&lt;br /&gt;
***: &#039;&#039;&#039;The Details&#039;&#039;&#039; - &amp;quot;Coven Tree. Evidence: The Director&#039;s testimony on the place&#039;s name.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
What are Poisons &#039;&#039;missing?&#039;&#039; (3 stars)&lt;br /&gt;
*: &#039;&#039;&#039;The Physical&#039;&#039;&#039; - &amp;quot;Limbs/skeleton. Evidence: Look at them.&amp;quot;&lt;br /&gt;
**: &#039;&#039;&#039;The Metaphysical&#039;&#039;&#039; - &amp;quot;Timelessness. Evidence: They have no Ghost.&amp;quot;&lt;br /&gt;
***: &#039;&#039;&#039;The Intrinsic&#039;&#039;&#039; - &amp;quot;Independence from the village. Evidence: We&#039;ve never seen them elsewhere and they carry out the will of the village (sometimes).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Who is John Geist? (2 stars)&lt;br /&gt;
*: &#039;&#039;&#039;The Man&#039;&#039;&#039; - &amp;quot;The CEO of GeistCo. Evidence: Heard an Executive say it.&amp;quot;&lt;br /&gt;
**: &#039;&#039;&#039;The Plan&#039;&#039;&#039; - &amp;quot;Where the GeistCo payments go. Evidence: Trial and error.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
What are Greater Spirits? (4 stars)&lt;br /&gt;
*: &#039;&#039;&#039;The Obvious&#039;&#039;&#039; - &amp;quot;Bigger than a Ghost. Evidence: Modicum looked, and they&#039;re brighter.&amp;quot;&lt;br /&gt;
**: &#039;&#039;&#039;The Name&#039;&#039;&#039; - &amp;quot;Geists, and maybe more beyond. Evidence: We&#039;ve seen &#039;em, plus testimony from the South Wing.&amp;quot;&lt;br /&gt;
***: &#039;&#039;&#039;The Nature&#039;&#039;&#039; - &amp;quot;Location spirits. Evidence: The heart of Studio G looked the same, spiritually, as Studio G, when examined by Modicum.&amp;quot;&lt;br /&gt;
****: &#039;&#039;&#039;The Supernatural&#039;&#039;&#039; - &amp;quot;Higher dimensional. &#039;Evidence&#039;: Interpretation of Hug Griffiths&#039; inebriated scribblings.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Who is the Coven&#039;s leader? (3 stars)&lt;br /&gt;
*: &#039;&#039;&#039;The Name&#039;&#039;&#039; - &amp;quot;Ashphodel. Evidence: The testimony of the Witches after Granny Ash.&amp;quot;&lt;br /&gt;
**: &#039;&#039;&#039;The Truth&#039;&#039;&#039; - &amp;quot;Nobody. Evidence: Granny Ash left.&amp;quot;&lt;br /&gt;
***: &#039;&#039;&#039;The Inhuman&#039;&#039;&#039; - &amp;quot;The Curse-of-Curses. Evidence: Granny Ash confided in Modicum.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ongoing Mysteries ===&lt;br /&gt;
&lt;br /&gt;
What happens to your Ghost when you die? (5 stars)&lt;br /&gt;
*: &#039;&#039;&#039;The Blunt&#039;&#039;&#039; - &amp;quot;It dies too. Evidence: Modicum saw that the zombie that was Elma Pund was filled by another Spirit, so her original Ghost must&#039;ve died.&amp;quot;&lt;br /&gt;
**: ???&lt;br /&gt;
***: ???&lt;br /&gt;
****: ???&lt;br /&gt;
*****: ???&lt;br /&gt;
&lt;br /&gt;
Why six segments of Rite-Paper? (3 stars)&lt;br /&gt;
*: &#039;&#039;&#039;The Simple&#039;&#039;&#039; - &amp;quot;Well, it has to be a finite number. Evidence: There&#039;s a finite amount of Ghost to shape.&amp;quot;&lt;br /&gt;
**: ???&lt;br /&gt;
***: &#039;&#039;&#039;The Dimensional&#039;&#039;&#039; - &amp;quot;3 dimensions, positive and negative. Evidence: The opposing segments seem actually opposite.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Why three families? (5 stars)&lt;br /&gt;
*: ???&lt;br /&gt;
**: ???&lt;br /&gt;
***: ???&lt;br /&gt;
****: &#039;&#039;&#039;The Axial&#039;&#039;&#039; - &amp;quot;3 axes. Evidence: People live in 3D.&amp;quot;&lt;br /&gt;
*****: ???&lt;/div&gt;</summary>
		<author><name>Felix</name></author>
	</entry>
	<entry>
		<id>https://uh.camlarp.co.uk/w/index.php?title=Map&amp;diff=347</id>
		<title>Map</title>
		<link rel="alternate" type="text/html" href="https://uh.camlarp.co.uk/w/index.php?title=Map&amp;diff=347"/>
		<updated>2024-03-19T21:09:44Z</updated>

		<summary type="html">&lt;p&gt;Felix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below is a sketch map of the current state of the village:&lt;br /&gt;
&lt;br /&gt;
[[File:Penwick map updated 4.png]]&lt;br /&gt;
&lt;br /&gt;
And here is a more artistic rendering (though the locations of buildings should not be taken as gospel, and the factory, Studio Pit, sanctuary, Fantasticopse, and Grey Library have been added after the fact):&lt;br /&gt;
&lt;br /&gt;
[[File:Penwick updated 3.jpg]]&lt;/div&gt;</summary>
		<author><name>Felix</name></author>
	</entry>
	<entry>
		<id>https://uh.camlarp.co.uk/w/index.php?title=File:Penwick_map_updated_4.png&amp;diff=346</id>
		<title>File:Penwick map updated 4.png</title>
		<link rel="alternate" type="text/html" href="https://uh.camlarp.co.uk/w/index.php?title=File:Penwick_map_updated_4.png&amp;diff=346"/>
		<updated>2024-03-19T21:09:42Z</updated>

		<summary type="html">&lt;p&gt;Felix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Added tremoring in town centre&lt;/div&gt;</summary>
		<author><name>Felix</name></author>
	</entry>
	<entry>
		<id>https://uh.camlarp.co.uk/w/index.php?title=Map&amp;diff=345</id>
		<title>Map</title>
		<link rel="alternate" type="text/html" href="https://uh.camlarp.co.uk/w/index.php?title=Map&amp;diff=345"/>
		<updated>2024-03-19T21:05:38Z</updated>

		<summary type="html">&lt;p&gt;Felix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below is a sketch map of the current state of the village:&lt;br /&gt;
&lt;br /&gt;
[[File:Penwick map updated 3.png]]&lt;br /&gt;
&lt;br /&gt;
And here is a more artistic rendering (though the locations of buildings should not be taken as gospel, and the factory, Studio Pit, sanctuary, Fantasticopse, and Grey Library have been added after the fact):&lt;br /&gt;
&lt;br /&gt;
[[File:Penwick updated 3.jpg]]&lt;/div&gt;</summary>
		<author><name>Felix</name></author>
	</entry>
	<entry>
		<id>https://uh.camlarp.co.uk/w/index.php?title=File:Penwick_updated_3.jpg&amp;diff=344</id>
		<title>File:Penwick updated 3.jpg</title>
		<link rel="alternate" type="text/html" href="https://uh.camlarp.co.uk/w/index.php?title=File:Penwick_updated_3.jpg&amp;diff=344"/>
		<updated>2024-03-19T21:05:23Z</updated>

		<summary type="html">&lt;p&gt;Felix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rendered map, now with Grey Library&lt;/div&gt;</summary>
		<author><name>Felix</name></author>
	</entry>
	<entry>
		<id>https://uh.camlarp.co.uk/w/index.php?title=File:Penwick_map_updated_3.png&amp;diff=343</id>
		<title>File:Penwick map updated 3.png</title>
		<link rel="alternate" type="text/html" href="https://uh.camlarp.co.uk/w/index.php?title=File:Penwick_map_updated_3.png&amp;diff=343"/>
		<updated>2024-03-19T21:01:58Z</updated>

		<summary type="html">&lt;p&gt;Felix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Map incl Grey Library&lt;/div&gt;</summary>
		<author><name>Felix</name></author>
	</entry>
	<entry>
		<id>https://uh.camlarp.co.uk/w/index.php?title=Grey_Library&amp;diff=342</id>
		<title>Grey Library</title>
		<link rel="alternate" type="text/html" href="https://uh.camlarp.co.uk/w/index.php?title=Grey_Library&amp;diff=342"/>
		<updated>2024-03-19T20:57:48Z</updated>

		<summary type="html">&lt;p&gt;Felix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Grey Library is, from the outside, a tallish building of grey stone, hence the name. It is covered in neatly trellised vines, and stands on the Southwestern hilltop of the village. It was, once, Graham Jones.&lt;br /&gt;
&lt;br /&gt;
The shelves are not static, but shifting furniture is the least of the wonders here. From within, pale echoes of lessons past stride by, dispensing wisdom of the ages; they regularly stop to chat with family. (They aren’t dead, of course, any more than any other memory is.)&lt;br /&gt;
&lt;br /&gt;
Within the Grey Library, you can expend a Relative card to call forth an echo of that Relative, and gain a measure of their wisdom. If they lead an Activity, you gain the benefits of that activity for the week.&lt;br /&gt;
&lt;br /&gt;
If you want to meet an echo of someone you aren’t related to, you can instead try to tap into the heart of the Library itself – though this will carry its own hazards, which can range from near misses to outright Wounds. (Due to the origins of this particular Greater Spirit, Joneses may be at less risk.)&lt;br /&gt;
&lt;br /&gt;
As with all Libraries, and with all Greater Spirits, further experimentation may yield different results.&lt;/div&gt;</summary>
		<author><name>Felix</name></author>
	</entry>
	<entry>
		<id>https://uh.camlarp.co.uk/w/index.php?title=Notable_Locations&amp;diff=341</id>
		<title>Notable Locations</title>
		<link rel="alternate" type="text/html" href="https://uh.camlarp.co.uk/w/index.php?title=Notable_Locations&amp;diff=341"/>
		<updated>2024-03-19T20:57:30Z</updated>

		<summary type="html">&lt;p&gt;Felix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Penwick Gorge has a few particularly notable locations not affiliated directly with a [[The Families|family]]:&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Post Office&#039;&#039;&#039;, run by the harried Kenneth Jones;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Happy Fields Creche&#039;&#039;&#039;, a home for injured, lost or otherwise vulnerable Poisons;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Office of [[Bequests]]&#039;&#039;&#039;, responsible for distributing the belongings willed by villagers to their descendents (or, frankly, to whomever they’re addressed);&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grim Bay&#039;&#039;&#039;, an inlet of the ocean that became part of the village when Evander Scott brought Grim&#039;s Anchor back across the Bridge;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Sandcastle&#039;&#039;&#039;, a large, shifting sandcastle built on the beachfront;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Grimmsby&#039;&#039;&#039;, the remnants of the town of Grimmsby, that became part of the village when Evander Scott brought Grim&#039;s Anchor back across the bridge;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Arena&#039;&#039;&#039;, taken from the Sunset Tournament and recently host to the village&#039;s own Tournament in pursuit of Wish-Ink;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Automat99&#039;&#039;&#039;, the robot factory, run by the benevolent(?) computer SERGE;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Studio Pit&#039;&#039;&#039;, formerly Studio P, the GV (Ghost-Vision) Studio, capable of broadcasting signals outside the village;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Fantasticopse&#039;&#039;&#039;, a stand of highly productive trees bearing wondrous fruit, and containing the Garden Path - an alternative route out of the village - at its heart.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The [[Mystery Board|Mystery Board]]&#039;&#039;&#039;, a noticeboard gleaming with unanswered questions about anything and everything.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The [[Grey Library|Grey Library]]&#039;&#039;&#039;, a building that echoes with knowledge being passed down.&lt;/div&gt;</summary>
		<author><name>Felix</name></author>
	</entry>
	<entry>
		<id>https://uh.camlarp.co.uk/w/index.php?title=Grey_Library&amp;diff=340</id>
		<title>Grey Library</title>
		<link rel="alternate" type="text/html" href="https://uh.camlarp.co.uk/w/index.php?title=Grey_Library&amp;diff=340"/>
		<updated>2024-03-19T20:56:52Z</updated>

		<summary type="html">&lt;p&gt;Felix: Created page with &amp;quot;The Grey Library is, from the outside, a tallish building of grey stone, hence the name. It is covered in neatly trellised vines, and stands on the Southwestern hilltop of the village.  The shelves are not static, but shifting furniture is the least of the wonders here. From within, pale echoes of lessons past stride by, dispensing wisdom of the ages; they regularly stop to chat with family. (They aren’t dead, of course, any more than any other memory is.)  Within the...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Grey Library is, from the outside, a tallish building of grey stone, hence the name. It is covered in neatly trellised vines, and stands on the Southwestern hilltop of the village.&lt;br /&gt;
&lt;br /&gt;
The shelves are not static, but shifting furniture is the least of the wonders here. From within, pale echoes of lessons past stride by, dispensing wisdom of the ages; they regularly stop to chat with family. (They aren’t dead, of course, any more than any other memory is.)&lt;br /&gt;
&lt;br /&gt;
Within the Grey Library, you can expend a Relative card to call forth an echo of that Relative, and gain a measure of their wisdom. If they lead an Activity, you gain the benefits of that activity for the week.&lt;br /&gt;
&lt;br /&gt;
If you want to meet an echo of someone you aren’t related to, you can instead try to tap into the heart of the Library itself – though this will carry its own hazards, which can range from near misses to outright Wounds. (Due to the origins of this particular Greater Spirit, Joneses may be at less risk.)&lt;br /&gt;
&lt;br /&gt;
As with all Libraries, and with all Greater Spirits, further experimentation may yield different results.&lt;/div&gt;</summary>
		<author><name>Felix</name></author>
	</entry>
	<entry>
		<id>https://uh.camlarp.co.uk/w/index.php?title=Recent_History&amp;diff=339</id>
		<title>Recent History</title>
		<link rel="alternate" type="text/html" href="https://uh.camlarp.co.uk/w/index.php?title=Recent_History&amp;diff=339"/>
		<updated>2024-03-19T20:54:23Z</updated>

		<summary type="html">&lt;p&gt;Felix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Before the Game =&lt;br /&gt;
The river has abruptly run low on fish, and Penwick Gorge is running out of food. The seniors have decided that an expedition will be sent over the bridge. A meeting of the candidates to go has been called the evening before the expedition to prepare.&lt;br /&gt;
&lt;br /&gt;
= Week 1 =&lt;br /&gt;
The first expedition returns across the bridge with food, and reports a strange world of living toys. Faced with the choice of taking the Heart of Toyland and bring death to the place, they chose to leave it in place and depart.&lt;br /&gt;
&lt;br /&gt;
= Week 3 =&lt;br /&gt;
The second expedition returns across the bridge. Again, they bring food, and also a confusing tale of an Agency full of schemes and intrigue, ruled by a shadowy Director.&lt;br /&gt;
&lt;br /&gt;
= Week 5 =&lt;br /&gt;
After reports of missing villagers dragged in to the fog, a party venture across the bridge to get them back from an obvious trap. After reputedly succeeding, they brought back across the bridge an Anchor. Interestingly, the village now seems to have undergone major physical changes, now having a small dock and a bay?&lt;br /&gt;
&lt;br /&gt;
As well as the physical signs of what once was Grimmsby, several of its residents are here: the Sirens, led by Areefa; Selkie Grim, descendent of the founder of Grimmsby; the Family Murex; and a veteran soldier.&lt;br /&gt;
&lt;br /&gt;
Iggy also struck a deal with Happy Fields, and is now responsible for rounding up feral Poisons.&lt;br /&gt;
&lt;br /&gt;
= Week 6 =&lt;br /&gt;
&lt;br /&gt;
Despite no expeditions across the bridge, there were several developments. The Sirens have joined the Scott family, and Benth, a veteran soldier, has joined the Joneses. A sandcastle has been built on the beach, though it&#039;s hard to look at straight on, and rumours swirl about what&#039;s inside...&lt;br /&gt;
&lt;br /&gt;
In other news, [[Grim Voyaging|boat voyages]] have begun across the bay to explore what can be found nearby.&lt;br /&gt;
&lt;br /&gt;
= Week 7 =&lt;br /&gt;
&lt;br /&gt;
Plentiful developments this week! First, the S.S. Rickety Capsize was transformed into the HQB Imagination, a vessel reminiscent of a toy boat (but that still worked fine for a Voyage). Then, for the first time, the villagers were directly invited to a Tournament, and won it outright - though there have been several concerning signs in the immediate aftermath of their return, not least the appearance of an arena in Penwick.&lt;br /&gt;
&lt;br /&gt;
= Term 2 =&lt;br /&gt;
&lt;br /&gt;
= Week 1 =&lt;br /&gt;
&lt;br /&gt;
An eventful week, as new plants took root: a low, amphibious hedge, circling the village and sending up bursts of light when crossed; and a set of rose-vines along the sides of the Bridge. As well as this, three new Activities have joined the Schedule, and the brand-new magic of [[Gadgets|Gadgets]] has arrived in the village!&lt;br /&gt;
&lt;br /&gt;
But that wasn&#039;t the end of it - the village has also received its newest addition: a squat, boxy building on the Westernmost hilltop of the village.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Week 2 =&lt;br /&gt;
&lt;br /&gt;
The villagers managed to work out how to get the new building working, and now it&#039;s produced a couple of automatons to take care of some gardening issues! In other news, a horrible blood creature trespassed in the village meeting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Week 3 =&lt;br /&gt;
&lt;br /&gt;
The village saw three major events this week. First, Dennis Scott was cursed rather severely by a Shade from outside the village; second, Green Griffiths managed to orchestrate the building of a Poison sanctuary, revitalising the swamps (though witnesses attest it seemed a bit touch and go, safety-wise...), and the voyage across the bridge not only succeeded, but again brought back a new addition to the village, in the form of the glitzy Studio P.&lt;br /&gt;
&lt;br /&gt;
= Week 4 =&lt;br /&gt;
&lt;br /&gt;
The villagers began planning for their own Tournament this week, and plans were flying about how to use their shiny new broadcasting device. The suspicious body of Elma Pund was exhumed and destroyed, and Ethel Jones&#039; mysterious absence began. As well as this, Dennis Scott, Modicum Griffiths and Henry Jones made their landscaping debut by creating the Garden Path, an otherworldly gateway.&lt;br /&gt;
&lt;br /&gt;
= Week 5 =&lt;br /&gt;
&lt;br /&gt;
An eventful week! Henry Jones, Maestro of the Arena, made the very generous decision to allow the Pit to compete. He also managed to pioneer a new, experimental form of Haruspicy, known as [[Reminiscing|Reminiscing]]. Patchwork Griffiths became the first practitioner of Penwick Witchcraft, and with help from Robb Scott&#039;s stash of jars of mist, Solomon Scott finally patched up the worrying holes in the mist.&lt;br /&gt;
&lt;br /&gt;
Besides this, Dennis Scott led the efforts to build a brand-new forest on the Eastern hilltop of the village: the Fantasticopse, home to strange and wonderful fruits.&lt;br /&gt;
&lt;br /&gt;
The Tournament itself went off swimmingly, with Taylor Jones, Henry Jones and Pestle Griffiths backstage keeping things in order, and Taylor Jones, Solomon Scott and Pestle Griffiths competing as well. (Taylor did both at once through burgeoning time powers; Pestle simply retroactively competed rather than helping backstage.)&lt;br /&gt;
&lt;br /&gt;
At the end, the Penwick team won the Wish-Ink - though Taylor Jones attempted to duplicate it, resulting in mysterious and volatile consequences...&lt;br /&gt;
&lt;br /&gt;
= Week 6 =&lt;br /&gt;
&lt;br /&gt;
The results of the Wishes made themselves clear, as the [[Mystery Board|Mystery Board]] manifested itself in Penwick. A group of witches, who made themselves known at the Tournament, were allowed into the village to make their case against Granny Ash, though they got very little support from the locals to actually do anything about it. The mysterious Bogart Samsara also came by, to request the villagers&#039; help solving the case of the (possible) murder of Heaventown; they decided to aim the bridge there for next week.&lt;br /&gt;
&lt;br /&gt;
Oh, and the Thing in the Pit came by to barter with some Pigments. That&#039;s probably fine.&lt;br /&gt;
&lt;br /&gt;
= Week 7 =&lt;br /&gt;
&lt;br /&gt;
Bogart Samsara returned, this time to brief the soon-to-be sleuths of the village on the situation on the ground in Heaventown. Some Poisons seemed very keen that Heaventown itself be brought back, too. Graham Jones began some truly experimental Reminiscing, telling meandering tales about himself that were then layered with meta-stories by Ethel and Henry Jones. Green Griffiths became a direct descendent of the Pit, bringing their two siblings along for the ride, and Dennis Scott encouraged SERGE to implement an experimental Pigment-grinding station into Automat99.&lt;br /&gt;
&lt;br /&gt;
And, thanks to the Mystery Board, in an effort largely driven by Solomon Scott (though with plenty of help!), Abraxus Scott&#039;s Ghost was split off from the Arena&#039;s Spirit and returned to physical form. (He&#039;s new to being a dad, but seems taken with it so far!)&lt;br /&gt;
&lt;br /&gt;
However, right at the end of the meeting, drastic action was taken: Taylor Jones, in a final attempt to get rid of Studio P, gave up an unspecified favour to have the Pit consume it.&lt;br /&gt;
&lt;br /&gt;
Across the Bridge, a rather larger than usual expedition went to solve the (possible) murder of Heaventown. The evidence was scattered and relatively thin on the ground - and, to resolve the deadlock, Dennis Scott chose to sign the searingly powerful Compact Utopian, the heart of Heaventown.&lt;br /&gt;
&lt;br /&gt;
His signature was accepted, and the rest of the expeditionary party followed suit - though Green Griffiths became significantly injured when the Compact was misaligned with their Ghost.&lt;br /&gt;
&lt;br /&gt;
= Week 8 =&lt;br /&gt;
&lt;br /&gt;
Progress continued to be made on solving the Mysteries on the Mystery Board, but with Heaventown left in peace, no new building arrived in the village. Snowflake, a witch fleeing the war between her home and the encroaching horrors, was allowed to stay in Penwick; Ethel Jones healed their Wounds, and Modicum Griffiths helped them settle in. Director Griffiths spurred on Pestle Griffiths, Taylor Jones, and Green Griffiths - the siblings - to look further into the disappearance of Lila Scott; after getting Dennis on board, but failing to get any relevant information out of Solomon, Dennis led them to the South Wing itself.&lt;br /&gt;
&lt;br /&gt;
With new information in hand, and with help from Patchwork Griffiths, Graham Jones, Solomon Scott, Taylor Jones, and several others, Dennis Scott led a highly experimental bout of Reminiscing - culminating in cutting ties to his once-mother, Lilith Scott, for good. The aim was to bring into being another version of her, from before she began her experiments on others; as the meeting ended, Relative cards for Lils Scott manifested themselves in the hands of some of the participants...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Week 9 =&lt;br /&gt;
&lt;br /&gt;
Ethel Jones&#039; experiments in botany continued, this week producing a particularly dense variant of sedge-grass that successfully sealed up the Pit on the beach. (The Pit that ate the Studio, however, remained at large.) Lils Scott made her first appearance, bouncing from conversation to conversation before heading right out again, almost certainly to try something ill-advised. The villagers began preparing for their upcoming expedition - to intervene in the war Snowflake fled - and she provided her best attempt at a map, to help produce a viable plan of attack. Ethel Jones led the preparations; fittingly, Grandfather Clarence&#039;s aim to find a suitable heir to lead the Jones family had, by now, narrowed down to Ethel and Graham Jones.&lt;br /&gt;
&lt;br /&gt;
The voyage across the Bridge was decisive, with Ethel Jones&#039; strange botany managing to animate some trees of the deeper woodland to defend the expedition&#039;s arrival site. They intervened first at a hospital on the witches&#039; side, helping one evacuate and fending off waves of horrors; they then went deep into the territory claimed by Stalkmoor, an encoraching world of horrors, in pursuit of strong artefacts. Finally, a group met up with some witches deep behind the battle lines, and helped them establish a ward-line - though doing so drew the ire of the apex predator of the Stalkmoor, Abel Moorhold.&lt;br /&gt;
&lt;br /&gt;
After a protracted fight, Moorhold was seen off, and with Ethel&#039;s trees carving a (slow) trail of destruction through the horrors that remained, it seems the Penwick delegation may have fully swayed the war - though beyond delivering a letter, Lilith Scott, who was sheltering there, was left unharmed.&lt;br /&gt;
&lt;br /&gt;
The next day, Graham Jones took to the Southwestern hilltop of the village, to finally continue his work to weave himself into the Jones family by changing the shape of his Ghost. He succeeded, with help from Modicum Griffiths and Henry Jones - but, as the Rite took hold, it began to overcome his body. Henry and Modicum, at Graham&#039;s request, helped his Ghost escape and overcome his body by attacking him.&lt;br /&gt;
&lt;br /&gt;
As the cuts were made, Graham Jones&#039; body began to warp and invert in strange, otherworldly ways - and now, standing on that hilltop, is the [[Grey Library|Grey Library]].&lt;br /&gt;
&lt;br /&gt;
However, this was not without its risks. With the last hilltop filled, the centre of Penwick was rumbling dangerously; the Office of Bequests, in particular, seemed to be subject to tremors, but everywhere was unsafe. The outskirts - the hills, and Old Grimmsby, and Studio Pit - were safer ground; as the shaking only seemed to be intensifying, the people of Penwick Gorge were forced to take shelter there.&lt;/div&gt;</summary>
		<author><name>Felix</name></author>
	</entry>
	<entry>
		<id>https://uh.camlarp.co.uk/w/index.php?title=Mystery_Board&amp;diff=337</id>
		<title>Mystery Board</title>
		<link rel="alternate" type="text/html" href="https://uh.camlarp.co.uk/w/index.php?title=Mystery_Board&amp;diff=337"/>
		<updated>2024-03-14T22:56:26Z</updated>

		<summary type="html">&lt;p&gt;Felix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Mystery Board records mysteries, and - provided it receives &#039;&#039;evidence&#039;&#039;, as well as answers - records their answers, too.&lt;br /&gt;
&lt;br /&gt;
=== Fully Solved Mysteries ===&lt;br /&gt;
&lt;br /&gt;
Why are Poisons not like People? (2 stars)&lt;br /&gt;
*: &#039;&#039;&#039;The physical&#039;&#039;&#039; - &amp;quot;They&#039;re just little guys. Proof: Look at &#039;em.&amp;quot;&lt;br /&gt;
**: &#039;&#039;&#039;Beyond the physical&#039;&#039;&#039; - &amp;quot;They don&#039;t have a Ghost, but can act as a container for the Ghost. Proof: Modicum can see they&#039;ve got no Ghost, and Taylor successfully stored a little Ghost-stuff within one.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
How do Pigments work? (3 stars)&lt;br /&gt;
*: &#039;&#039;&#039;Usage&#039;&#039;&#039; - &amp;quot;They can be used with Rite-Paper to modify the Ghost. Evidence: Rites.&amp;quot;&lt;br /&gt;
**: &#039;&#039;&#039;Production&#039;&#039;&#039; - &amp;quot;They come from, and are connected to, places. Evidence: Pigments from the Agency, Studio G, Automat98, and Grimmsby.&amp;quot;&lt;br /&gt;
***: &#039;&#039;&#039;Nature&#039;&#039;&#039;  - &amp;quot;They connect you to the Spirit of a place, once you pare down your Ghost to make room. Evidence: When the Rite is dissonant with the Pigment, it results in more severe Consequences.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
What happened to Abraxus Scott, and how could it be undone? (3 stars)&lt;br /&gt;
*: &#039;&#039;&#039;The Basics&#039;&#039;&#039; - &amp;quot;He&#039;s gone. Evidence: He&#039;s not here.&amp;quot;&lt;br /&gt;
**: &#039;&#039;&#039;The Explanation&#039;&#039;&#039; - &amp;quot;He was merged into the Arena. Evidence: People living in and around it called the Arena and its locale Abraxus.&amp;quot;&lt;br /&gt;
***: &#039;&#039;&#039;The Return&#039;&#039;&#039; - &amp;quot;He needs a body; his Ghost remains in the Arena and could be retrieved. Evidence: A Pigment was refined from it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Where is Lilith Scott? (3 stars)&lt;br /&gt;
*: &#039;&#039;&#039;The Basics&#039;&#039;&#039; - &amp;quot;Not here. Evidence: The village isn&#039;t on fire as she wars with the Great-Grand-Scott.&amp;quot;&lt;br /&gt;
**: &#039;&#039;&#039;The Truth&#039;&#039;&#039; - &amp;quot;Where the Witches are. Evidence: Information in Agency dossiers.&amp;quot;&lt;br /&gt;
***: &#039;&#039;&#039;The Details&#039;&#039;&#039; - &amp;quot;Coven Tree. Evidence: The Director&#039;s testimony on the place&#039;s name.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
What are Poisons &#039;&#039;missing?&#039;&#039; (3 stars)&lt;br /&gt;
*: &#039;&#039;&#039;The Physical&#039;&#039;&#039; - &amp;quot;Limbs/skeleton. Evidence: Look at them.&amp;quot;&lt;br /&gt;
**: &#039;&#039;&#039;The Metaphysical&#039;&#039;&#039; - &amp;quot;Timelessness. Evidence: They have no Ghost.&amp;quot;&lt;br /&gt;
***: &#039;&#039;&#039;The Intrinsic&#039;&#039;&#039; - &amp;quot;Independence from the village. Evidence: We&#039;ve never seen them elsewhere and they carry out the will of the village (sometimes).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Who is John Geist? (2 stars)&lt;br /&gt;
*: &#039;&#039;&#039;The Man&#039;&#039;&#039; - &amp;quot;The CEO of GeistCo. Evidence: Heard an Executive say it.&amp;quot;&lt;br /&gt;
**: &#039;&#039;&#039;The Plan&#039;&#039;&#039; - &amp;quot;Where the GeistCo payments go. Evidence: Trial and error.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
What are Greater Spirits? (4 stars)&lt;br /&gt;
*: &#039;&#039;&#039;The Obvious&#039;&#039;&#039; - &amp;quot;Bigger than a Ghost. Evidence: Modicum looked, and they&#039;re brighter.&amp;quot;&lt;br /&gt;
**: &#039;&#039;&#039;The Name&#039;&#039;&#039; - &amp;quot;Geists, and maybe more beyond. Evidence: We&#039;ve seen &#039;em, plus testimony from the South Wing.&amp;quot;&lt;br /&gt;
***: &#039;&#039;&#039;The Nature&#039;&#039;&#039; - &amp;quot;Location spirits. Evidence: The heart of Studio G looked the same, spiritually, as Studio G, when examined by Modicum.&amp;quot;&lt;br /&gt;
****: &#039;&#039;&#039;The Supernatural&#039;&#039;&#039; - &amp;quot;Higher dimensional. &#039;Evidence&#039;: Interpretation of Hug Griffiths&#039; inebriated scribblings.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ongoing Mysteries ===&lt;br /&gt;
&lt;br /&gt;
What happens to your Ghost when you die? (5 stars)&lt;br /&gt;
*: &#039;&#039;&#039;The Blunt&#039;&#039;&#039; - &amp;quot;It dies too. Evidence: Modicum saw that the zombie that was Elma Pund was filled by another Spirit, so her original Ghost must&#039;ve died.&amp;quot;&lt;br /&gt;
**: ???&lt;br /&gt;
***: ???&lt;br /&gt;
****: ???&lt;br /&gt;
*****: ???&lt;br /&gt;
&lt;br /&gt;
Who is the Coven&#039;s leader? (3 stars)&lt;br /&gt;
*: &#039;&#039;&#039;The Name&#039;&#039;&#039; - &amp;quot;Ashphodel. Evidence: The testimony of the Witches after Granny Ash.&amp;quot;&lt;br /&gt;
**: ???&lt;br /&gt;
***: ???&lt;/div&gt;</summary>
		<author><name>Felix</name></author>
	</entry>
	<entry>
		<id>https://uh.camlarp.co.uk/w/index.php?title=Mystery_Board&amp;diff=336</id>
		<title>Mystery Board</title>
		<link rel="alternate" type="text/html" href="https://uh.camlarp.co.uk/w/index.php?title=Mystery_Board&amp;diff=336"/>
		<updated>2024-03-07T23:05:30Z</updated>

		<summary type="html">&lt;p&gt;Felix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Mystery Board records mysteries, and - provided it receives &#039;&#039;evidence&#039;&#039;, as well as answers - records their answers, too.&lt;br /&gt;
&lt;br /&gt;
=== Fully Solved Mysteries ===&lt;br /&gt;
&lt;br /&gt;
Why are Poisons not like People? (2 stars)&lt;br /&gt;
*: &#039;&#039;&#039;The physical&#039;&#039;&#039; - &amp;quot;They&#039;re just little guys. Proof: Look at &#039;em.&amp;quot;&lt;br /&gt;
**: &#039;&#039;&#039;Beyond the physical&#039;&#039;&#039; - &amp;quot;They don&#039;t have a Ghost, but can act as a container for the Ghost. Proof: Modicum can see they&#039;ve got no Ghost, and Taylor successfully stored a little Ghost-stuff within one.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
How do Pigments work? (3 stars)&lt;br /&gt;
*: &#039;&#039;&#039;Usage&#039;&#039;&#039; - &amp;quot;They can be used with Rite-Paper to modify the Ghost. Evidence: Rites.&amp;quot;&lt;br /&gt;
**: &#039;&#039;&#039;Production&#039;&#039;&#039; - &amp;quot;They come from, and are connected to, places. Evidence: Pigments from the Agency, Studio G, Automat98, and Grimmsby.&amp;quot;&lt;br /&gt;
***: &#039;&#039;&#039;Nature&#039;&#039;&#039;  - &amp;quot;They connect you to the Spirit of a place, once you pare down your Ghost to make room. Evidence: When the Rite is dissonant with the Pigment, it results in more severe Consequences.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
What happened to Abraxus Scott, and how could it be undone? (3 stars)&lt;br /&gt;
*: &#039;&#039;&#039;The Basics&#039;&#039;&#039; - &amp;quot;He&#039;s gone. Evidence: He&#039;s not here.&amp;quot;&lt;br /&gt;
**: &#039;&#039;&#039;The Explanation&#039;&#039;&#039; - &amp;quot;He was merged into the Arena. Evidence: People living in and around it called the Arena and its locale Abraxus.&amp;quot;&lt;br /&gt;
***: &#039;&#039;&#039;The Return&#039;&#039;&#039; - &amp;quot;He needs a body; his Ghost remains in the Arena and could be retrieved. Evidence: A Pigment was refined from it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Where is Lilith Scott? (3 stars)&lt;br /&gt;
*: &#039;&#039;&#039;The Basics&#039;&#039;&#039; - &amp;quot;Not here. Evidence: The village isn&#039;t on fire as she wars with the Great-Grand-Scott.&amp;quot;&lt;br /&gt;
**: &#039;&#039;&#039;The Truth&#039;&#039;&#039; - &amp;quot;Where the Witches are. Evidence: Information in Agency dossiers.&amp;quot;&lt;br /&gt;
***: &#039;&#039;&#039;The Details&#039;&#039;&#039; - &amp;quot;Coven Tree. Evidence: The Director&#039;s testimony on the place&#039;s name.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ongoing Mysteries ===&lt;br /&gt;
&lt;br /&gt;
What are Poisons &#039;&#039;missing?&#039;&#039; (3 stars)&lt;br /&gt;
*: &#039;&#039;&#039;The Physical&#039;&#039;&#039; - &amp;quot;Limbs/skeleton. Evidence: Look at them.&amp;quot;&lt;br /&gt;
**: &#039;&#039;&#039;The Metaphysical&#039;&#039;&#039; - &amp;quot;Timelessness. Evidence: They have no Ghost.&amp;quot;&lt;br /&gt;
***: ???&lt;br /&gt;
&lt;br /&gt;
Who is John Geist? (2 stars)&lt;br /&gt;
*: ???&lt;br /&gt;
**: &#039;&#039;&#039;The Plan&#039;&#039;&#039; - &amp;quot;Where the GeistCo payments go. Evidence: Trial and error.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Who is the Coven&#039;s leader? (3 stars)&lt;br /&gt;
*: &#039;&#039;&#039;The Name&#039;&#039;&#039; - &amp;quot;Ashphodel. Evidence: The testimony of the Witches after Granny Ash.&amp;quot;&lt;br /&gt;
**: ???&lt;br /&gt;
***: ???&lt;/div&gt;</summary>
		<author><name>Felix</name></author>
	</entry>
	<entry>
		<id>https://uh.camlarp.co.uk/w/index.php?title=Notable_Locations&amp;diff=335</id>
		<title>Notable Locations</title>
		<link rel="alternate" type="text/html" href="https://uh.camlarp.co.uk/w/index.php?title=Notable_Locations&amp;diff=335"/>
		<updated>2024-03-07T23:00:20Z</updated>

		<summary type="html">&lt;p&gt;Felix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Penwick Gorge has a few particularly notable locations not affiliated directly with a [[The Families|family]]:&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Post Office&#039;&#039;&#039;, run by the harried Kenneth Jones;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Happy Fields Creche&#039;&#039;&#039;, a home for injured, lost or otherwise vulnerable Poisons;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Office of [[Bequests]]&#039;&#039;&#039;, responsible for distributing the belongings willed by villagers to their descendents (or, frankly, to whomever they’re addressed);&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grim Bay&#039;&#039;&#039;, an inlet of the ocean that became part of the village when Evander Scott brought Grim&#039;s Anchor back across the Bridge;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Sandcastle&#039;&#039;&#039;, a large, shifting sandcastle built on the beachfront;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Grimmsby&#039;&#039;&#039;, the remnants of the town of Grimmsby, that became part of the village when Evander Scott brought Grim&#039;s Anchor back across the bridge;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Arena&#039;&#039;&#039;, taken from the Sunset Tournament and recently host to the village&#039;s own Tournament in pursuit of Wish-Ink;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Automat99&#039;&#039;&#039;, the robot factory, run by the benevolent(?) computer SERGE;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Studio Pit&#039;&#039;&#039;, formerly Studio P, the GV (Ghost-Vision) Studio, capable of broadcasting signals outside the village;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Fantasticopse&#039;&#039;&#039;, a stand of highly productive trees bearing wondrous fruit, and containing the Garden Path - an alternative route out of the village - at its heart.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The [[Mystery Board|Mystery Board]]&#039;&#039;&#039;, a noticeboard gleaming with unanswered questions about anything and everything.&lt;/div&gt;</summary>
		<author><name>Felix</name></author>
	</entry>
	<entry>
		<id>https://uh.camlarp.co.uk/w/index.php?title=Map&amp;diff=334</id>
		<title>Map</title>
		<link rel="alternate" type="text/html" href="https://uh.camlarp.co.uk/w/index.php?title=Map&amp;diff=334"/>
		<updated>2024-03-07T23:00:01Z</updated>

		<summary type="html">&lt;p&gt;Felix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below is a sketch map of the current state of the village:&lt;br /&gt;
&lt;br /&gt;
[[File:Penwick map updated 2.png]]&lt;br /&gt;
&lt;br /&gt;
And here is a more artistic rendering (though the locations of buildings should not be taken as gospel, and the factory, Studio Pit, sanctuary, and Fantasticopse have been added after the fact):&lt;br /&gt;
&lt;br /&gt;
[[File:Penwick updated 2.jpg]]&lt;/div&gt;</summary>
		<author><name>Felix</name></author>
	</entry>
	<entry>
		<id>https://uh.camlarp.co.uk/w/index.php?title=File:Penwick_updated_2.jpg&amp;diff=333</id>
		<title>File:Penwick updated 2.jpg</title>
		<link rel="alternate" type="text/html" href="https://uh.camlarp.co.uk/w/index.php?title=File:Penwick_updated_2.jpg&amp;diff=333"/>
		<updated>2024-03-07T22:59:49Z</updated>

		<summary type="html">&lt;p&gt;Felix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Penwick better map with pit&lt;/div&gt;</summary>
		<author><name>Felix</name></author>
	</entry>
	<entry>
		<id>https://uh.camlarp.co.uk/w/index.php?title=File:Penwick_map_updated_2.png&amp;diff=332</id>
		<title>File:Penwick map updated 2.png</title>
		<link rel="alternate" type="text/html" href="https://uh.camlarp.co.uk/w/index.php?title=File:Penwick_map_updated_2.png&amp;diff=332"/>
		<updated>2024-03-07T22:59:30Z</updated>

		<summary type="html">&lt;p&gt;Felix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Map with Studio Pit&lt;/div&gt;</summary>
		<author><name>Felix</name></author>
	</entry>
	<entry>
		<id>https://uh.camlarp.co.uk/w/index.php?title=MediaWiki:Sidebar&amp;diff=330</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://uh.camlarp.co.uk/w/index.php?title=MediaWiki:Sidebar&amp;diff=330"/>
		<updated>2024-02-28T20:52:31Z</updated>

		<summary type="html">&lt;p&gt;Felix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Introduction&lt;br /&gt;
** mainpage|Overview&lt;br /&gt;
** Basic Rules|Basic Rules&lt;br /&gt;
** Character Creation|Character Creation&lt;br /&gt;
** Character Advancement|Character Advancement&lt;br /&gt;
** Glossary|Glossary&lt;br /&gt;
** FAQ|FAQ&lt;br /&gt;
* Setting&lt;br /&gt;
** The Village|The Village&lt;br /&gt;
** The Families|The Families&lt;br /&gt;
** The Oddities|The Oddities&lt;br /&gt;
** Notable Locations|Notable Locations&lt;br /&gt;
** Prominent Villagers|Prominent Villagers&lt;br /&gt;
** Map|Map&lt;br /&gt;
** Mystery Board|Mystery Board&lt;br /&gt;
* Rules&lt;br /&gt;
** Basic Rules|Basic Rules&lt;br /&gt;
** Schedule|Schedule&lt;br /&gt;
** Downtime|Downtime&lt;br /&gt;
** Poisons|Poisons&lt;br /&gt;
** Rites|Rites&lt;br /&gt;
** Haruspicy|Haruspicy&lt;br /&gt;
** Reminiscing|Reminiscing&lt;br /&gt;
** Nebulism|Nebulism&lt;br /&gt;
** Witchcraft|Witchcraft&lt;br /&gt;
** Gadgets|Gadgets&lt;br /&gt;
** The Goods|The Goods&lt;br /&gt;
** Grim Voyaging|Grim Voyaging&lt;br /&gt;
* Events&lt;br /&gt;
** Events|Events&lt;br /&gt;
** Linears|Linears&lt;br /&gt;
** Interactives|Interactives&lt;br /&gt;
** Recent History|Recent History&lt;br /&gt;
* See Also&lt;br /&gt;
** https://www.camlarp.co.uk/Equality_and_diversity|Equality and Diversity&lt;br /&gt;
** https://www.camlarp.co.uk/Access_Statement|Access Statement&lt;br /&gt;
** What to expect from Term 2|What to expect from Term 2&lt;br /&gt;
* Contacts&lt;br /&gt;
** How_to_contact_the_Refs|How to contact the Refs&lt;br /&gt;
* SEARCH&lt;br /&gt;
* TOOLBOX&lt;br /&gt;
* LANGUAGES&lt;/div&gt;</summary>
		<author><name>Felix</name></author>
	</entry>
	<entry>
		<id>https://uh.camlarp.co.uk/w/index.php?title=Mystery_Board&amp;diff=329</id>
		<title>Mystery Board</title>
		<link rel="alternate" type="text/html" href="https://uh.camlarp.co.uk/w/index.php?title=Mystery_Board&amp;diff=329"/>
		<updated>2024-02-28T20:52:05Z</updated>

		<summary type="html">&lt;p&gt;Felix: Created page with &amp;quot;The Mystery Board records mysteries, and - provided it receives &amp;#039;&amp;#039;evidence&amp;#039;&amp;#039;, as well as answers - records their answers, too.  === Fully Solved Mysteries ===  Why are Poisons not like People? (2 stars) *: &amp;#039;&amp;#039;&amp;#039;The physical&amp;#039;&amp;#039;&amp;#039; - &amp;quot;They&amp;#039;re just little guys. Proof: Look at &amp;#039;em.&amp;quot; **: &amp;#039;&amp;#039;&amp;#039;Beyond the physical&amp;#039;&amp;#039;&amp;#039; - &amp;quot;They don&amp;#039;t have a Ghost, but can act as a container for the Ghost. Proof: Modicum can see they&amp;#039;ve got no Ghost, and Taylor successfully stored a little Ghost-stuff wit...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Mystery Board records mysteries, and - provided it receives &#039;&#039;evidence&#039;&#039;, as well as answers - records their answers, too.&lt;br /&gt;
&lt;br /&gt;
=== Fully Solved Mysteries ===&lt;br /&gt;
&lt;br /&gt;
Why are Poisons not like People? (2 stars)&lt;br /&gt;
*: &#039;&#039;&#039;The physical&#039;&#039;&#039; - &amp;quot;They&#039;re just little guys. Proof: Look at &#039;em.&amp;quot;&lt;br /&gt;
**: &#039;&#039;&#039;Beyond the physical&#039;&#039;&#039; - &amp;quot;They don&#039;t have a Ghost, but can act as a container for the Ghost. Proof: Modicum can see they&#039;ve got no Ghost, and Taylor successfully stored a little Ghost-stuff within one.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ongoing Mysteries ===&lt;br /&gt;
&lt;br /&gt;
How do Pigments work? (3 stars)&lt;br /&gt;
*: &#039;&#039;&#039;Usage&#039;&#039;&#039; - &amp;quot;They can be used with Rite-Paper to modify the Ghost. Evidence: Rites.&amp;quot;&lt;br /&gt;
**: &#039;&#039;&#039;Production&#039;&#039;&#039; - &amp;quot;They come from, and are connected to, places. Evidence: Pigments from the Agency, Studio G, Automat98, and Grimmsby.&amp;quot;&lt;br /&gt;
***: ???&lt;br /&gt;
&lt;br /&gt;
What happened to Abraxus Scott, and how could it be undone? (3 stars)&lt;br /&gt;
*: &#039;&#039;&#039;The Basics&#039;&#039;&#039; - &amp;quot;He&#039;s gone. Evidence: He&#039;s not here.&amp;quot;&lt;br /&gt;
**: &#039;&#039;&#039;The Explanation&#039;&#039;&#039; - &amp;quot;He was merged into the Arena. Evidence: People living in and around it called the Arena and its locale Abraxus.&amp;quot;&lt;br /&gt;
***: ???&lt;/div&gt;</summary>
		<author><name>Felix</name></author>
	</entry>
	<entry>
		<id>https://uh.camlarp.co.uk/w/index.php?title=Notable_Locations&amp;diff=328</id>
		<title>Notable Locations</title>
		<link rel="alternate" type="text/html" href="https://uh.camlarp.co.uk/w/index.php?title=Notable_Locations&amp;diff=328"/>
		<updated>2024-02-28T20:47:43Z</updated>

		<summary type="html">&lt;p&gt;Felix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Penwick Gorge has a few particularly notable locations not affiliated directly with a [[The Families|family]]:&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Post Office&#039;&#039;&#039;, run by the harried Kenneth Jones;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Happy Fields Creche&#039;&#039;&#039;, a home for injured, lost or otherwise vulnerable Poisons;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Office of [[Bequests]]&#039;&#039;&#039;, responsible for distributing the belongings willed by villagers to their descendents (or, frankly, to whomever they’re addressed);&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grim Bay&#039;&#039;&#039;, an inlet of the ocean that became part of the village when Evander Scott brought Grim&#039;s Anchor back across the Bridge;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Sandcastle&#039;&#039;&#039;, a large, shifting sandcastle built on the beachfront;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Grimmsby&#039;&#039;&#039;, the remnants of the town of Grimmsby, that became part of the village when Evander Scott brought Grim&#039;s Anchor back across the bridge;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Arena&#039;&#039;&#039;, taken from the Sunset Tournament and recently host to the village&#039;s own Tournament in pursuit of Wish-Ink;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Automat99&#039;&#039;&#039;, the robot factory, run by the benevolent(?) computer SERGE;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Studio P&#039;&#039;&#039;, the GV (Ghost-Vision) Studio, capable of broadcasting signals outside the village;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Fantasticopse&#039;&#039;&#039;, a stand of highly productive trees bearing wondrous fruit, and containing the Garden Path - an alternative route out of the village - at its heart.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The [[Mystery Board|Mystery Board]]&#039;&#039;&#039;, a noticeboard gleaming with unanswered questions about anything and everything.&lt;/div&gt;</summary>
		<author><name>Felix</name></author>
	</entry>
	<entry>
		<id>https://uh.camlarp.co.uk/w/index.php?title=Notable_Locations&amp;diff=324</id>
		<title>Notable Locations</title>
		<link rel="alternate" type="text/html" href="https://uh.camlarp.co.uk/w/index.php?title=Notable_Locations&amp;diff=324"/>
		<updated>2024-02-21T18:45:40Z</updated>

		<summary type="html">&lt;p&gt;Felix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Penwick Gorge has a few particularly notable locations not affiliated directly with a [[The Families|family]]:&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Post Office&#039;&#039;&#039;, run by the harried Kenneth Jones;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Happy Fields Creche&#039;&#039;&#039;, a home for injured, lost or otherwise vulnerable Poisons;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Office of [[Bequests]]&#039;&#039;&#039;, responsible for distributing the belongings willed by villagers to their descendents (or, frankly, to whomever they’re addressed);&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grim Bay&#039;&#039;&#039;, an inlet of the ocean that became part of the village when Evander Scott brought Grim&#039;s Anchor back across the Bridge;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Sandcastle&#039;&#039;&#039;, a large, shifting sandcastle built on the beachfront;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Grimmsby&#039;&#039;&#039;, the remnants of the town of Grimmsby, that became part of the village when Evander Scott brought Grim&#039;s Anchor back across the bridge;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Arena&#039;&#039;&#039;, taken from the Sunset Tournament and recently host to the village&#039;s own Tournament in pursuit of Wish-Ink;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Automat99&#039;&#039;&#039;, the robot factory, run by the benevolent(?) computer SERGE;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Studio P&#039;&#039;&#039;, the GV (Ghost-Vision) Studio, capable of broadcasting signals outside the village;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Fantasticopse&#039;&#039;&#039;, a stand of highly productive trees bearing wondrous fruit, and containing the Garden Path - an alternative route out of the village - at its heart.&lt;/div&gt;</summary>
		<author><name>Felix</name></author>
	</entry>
	<entry>
		<id>https://uh.camlarp.co.uk/w/index.php?title=Map&amp;diff=323</id>
		<title>Map</title>
		<link rel="alternate" type="text/html" href="https://uh.camlarp.co.uk/w/index.php?title=Map&amp;diff=323"/>
		<updated>2024-02-21T18:44:07Z</updated>

		<summary type="html">&lt;p&gt;Felix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below is a sketch map of the current state of the village:&lt;br /&gt;
&lt;br /&gt;
[[File:Penwick map updated.png]]&lt;br /&gt;
&lt;br /&gt;
And here is a more artistic rendering (though the locations of buildings should not be taken as gospel, and the factory, studio, sanctuary, and Fantasticopse have been added after the fact):&lt;br /&gt;
&lt;br /&gt;
[[File:Penwick5.jpg]]&lt;/div&gt;</summary>
		<author><name>Felix</name></author>
	</entry>
	<entry>
		<id>https://uh.camlarp.co.uk/w/index.php?title=File:Penwick5.jpg&amp;diff=322</id>
		<title>File:Penwick5.jpg</title>
		<link rel="alternate" type="text/html" href="https://uh.camlarp.co.uk/w/index.php?title=File:Penwick5.jpg&amp;diff=322"/>
		<updated>2024-02-21T18:43:59Z</updated>

		<summary type="html">&lt;p&gt;Felix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Updated more realistic map w Fantasticopse&lt;/div&gt;</summary>
		<author><name>Felix</name></author>
	</entry>
	<entry>
		<id>https://uh.camlarp.co.uk/w/index.php?title=File:Penwick_map_updated.png&amp;diff=321</id>
		<title>File:Penwick map updated.png</title>
		<link rel="alternate" type="text/html" href="https://uh.camlarp.co.uk/w/index.php?title=File:Penwick_map_updated.png&amp;diff=321"/>
		<updated>2024-02-21T18:43:27Z</updated>

		<summary type="html">&lt;p&gt;Felix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Map now incl fantasticopse&lt;/div&gt;</summary>
		<author><name>Felix</name></author>
	</entry>
	<entry>
		<id>https://uh.camlarp.co.uk/w/index.php?title=MediaWiki:Sidebar&amp;diff=320</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://uh.camlarp.co.uk/w/index.php?title=MediaWiki:Sidebar&amp;diff=320"/>
		<updated>2024-02-21T18:36:43Z</updated>

		<summary type="html">&lt;p&gt;Felix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Introduction&lt;br /&gt;
** mainpage|Overview&lt;br /&gt;
** Basic Rules|Basic Rules&lt;br /&gt;
** Character Creation|Character Creation&lt;br /&gt;
** Character Advancement|Character Advancement&lt;br /&gt;
** Glossary|Glossary&lt;br /&gt;
** FAQ|FAQ&lt;br /&gt;
* Setting&lt;br /&gt;
** The Village|The Village&lt;br /&gt;
** The Families|The Families&lt;br /&gt;
** The Oddities|The Oddities&lt;br /&gt;
** Notable Locations|Notable Locations&lt;br /&gt;
** Prominent Villagers|Prominent Villagers&lt;br /&gt;
** Map|Map&lt;br /&gt;
* Rules&lt;br /&gt;
** Basic Rules|Basic Rules&lt;br /&gt;
** Schedule|Schedule&lt;br /&gt;
** Downtime|Downtime&lt;br /&gt;
** Poisons|Poisons&lt;br /&gt;
** Rites|Rites&lt;br /&gt;
** Haruspicy|Haruspicy&lt;br /&gt;
** Reminiscing|Reminiscing&lt;br /&gt;
** Nebulism|Nebulism&lt;br /&gt;
** Witchcraft|Witchcraft&lt;br /&gt;
** Gadgets|Gadgets&lt;br /&gt;
** The Goods|The Goods&lt;br /&gt;
** Grim Voyaging|Grim Voyaging&lt;br /&gt;
* Events&lt;br /&gt;
** Events|Events&lt;br /&gt;
** Linears|Linears&lt;br /&gt;
** Interactives|Interactives&lt;br /&gt;
** Recent History|Recent History&lt;br /&gt;
* See Also&lt;br /&gt;
** https://www.camlarp.co.uk/Equality_and_diversity|Equality and Diversity&lt;br /&gt;
** https://www.camlarp.co.uk/Access_Statement|Access Statement&lt;br /&gt;
** What to expect from Term 2|What to expect from Term 2&lt;br /&gt;
* Contacts&lt;br /&gt;
** How_to_contact_the_Refs|How to contact the Refs&lt;br /&gt;
* SEARCH&lt;br /&gt;
* TOOLBOX&lt;br /&gt;
* LANGUAGES&lt;/div&gt;</summary>
		<author><name>Felix</name></author>
	</entry>
	<entry>
		<id>https://uh.camlarp.co.uk/w/index.php?title=Reminiscing&amp;diff=319</id>
		<title>Reminiscing</title>
		<link rel="alternate" type="text/html" href="https://uh.camlarp.co.uk/w/index.php?title=Reminiscing&amp;diff=319"/>
		<updated>2024-02-21T18:36:00Z</updated>

		<summary type="html">&lt;p&gt;Felix: Created page with &amp;quot;=== Reminiscing ===  An extension of Haruspicy, Reminiscing widens the connections of the family tree further, allowing good- and ill-will to travel up and down it, producing fortune or misfortune at the other end.  To Reminisce about a Relative requires at minimum two other people. Sit or stand within arm&amp;#039;s reach of each other. The person leading the Reminiscence provides the card for a Relative in their family tree, and begins a retelling of a mundane, ev...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Reminiscing ===&lt;br /&gt;
&lt;br /&gt;
An extension of [[Haruspicy|Haruspicy]], Reminiscing widens the connections of the family tree further, allowing good- and ill-will to travel up and down it, producing fortune or misfortune at the other end.&lt;br /&gt;
&lt;br /&gt;
To Reminisce about a Relative requires at minimum two other people. Sit or stand within arm&#039;s reach of each other. The person leading the Reminiscence provides the card for a Relative in their family tree, and begins a retelling of a mundane, everyday event or encounter with that Relative. &#039;&#039;(The event &#039;&#039;&#039;does not&#039;&#039;&#039; need to have happened, but &#039;&#039;&#039;does&#039;&#039;&#039; need to have no meaningful impact on the world.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When a participant says the &#039;&#039;name&#039;&#039; of that Relative, they pass the card on to the next participant, who then continues the story. Once it reaches the last person involved, at the end of their turn, they pass the Relative back to whomever started the Reminiscence, who then finishes the story.&lt;br /&gt;
&lt;br /&gt;
If the Reminiscing is positive, the Relative in question will experience something fortunate. If it is negative, they will experience something misfortunate. &lt;br /&gt;
&lt;br /&gt;
The more people involved and the more strongly they agree, the stronger the effect. Anyone taking [[Schedule#Daytime_4|Henry Jones&#039; Family Histories]] can also introduce an item into the Reminiscence to have it play a role in the fortune or misfortune, and can expend the Relative card entirely to heighten the effects significantly.&lt;br /&gt;
&lt;br /&gt;
If &#039;&#039;&#039;at least two&#039;&#039;&#039; participants are &#039;&#039;&#039;both&#039;&#039;&#039; related to the Relative in question, they can instead cause the fortune or misfortune to run the other way, and gain some degree of the expertise or wisdom of that Relative.&lt;/div&gt;</summary>
		<author><name>Felix</name></author>
	</entry>
	<entry>
		<id>https://uh.camlarp.co.uk/w/index.php?title=Witchcraft&amp;diff=318</id>
		<title>Witchcraft</title>
		<link rel="alternate" type="text/html" href="https://uh.camlarp.co.uk/w/index.php?title=Witchcraft&amp;diff=318"/>
		<updated>2024-02-21T18:30:09Z</updated>

		<summary type="html">&lt;p&gt;Felix: Created page with &amp;quot;=== Witchcraft ===  The people of Penwick Gorge got a bit tired of witches from across the bridge sending horrors after them - so they&amp;#039;ve developed their *own* witchcraft. It&amp;#039;s friendlier, less violent, and generally more agreeable, and it centres around the Hearth.  Setting up a Hearth requires Witchcraft Basics with Patchwork Griffiths, and can be done with twenty seconds of appropriate role-playing (or an uninterrupted minute if under pressur...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Witchcraft ===&lt;br /&gt;
&lt;br /&gt;
The people of Penwick Gorge got a bit tired of witches from across the bridge sending horrors after them - so they&#039;ve developed their *own* witchcraft. It&#039;s friendlier, less violent, and generally more agreeable, and it centres around the Hearth.&lt;br /&gt;
&lt;br /&gt;
Setting up a Hearth requires [[Schedule#Night-time_4|Witchcraft Basics with Patchwork Griffiths]], and can be done with twenty seconds of appropriate role-playing (or an uninterrupted minute if under pressure).&lt;br /&gt;
&lt;br /&gt;
Once the hearth is lit, food can be fed into it to produce a variety of magical effects. &#039;&#039;&#039;This can be done with any food, with a wide range of effects&#039;&#039;&#039;. However, as a baseline, treats can always be fed in to produce the following effects:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Treats !! Effects !! Duration&lt;br /&gt;
|-&lt;br /&gt;
| 1/person || +1 maximum hits || Until the end of the event&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 1 charge of &amp;quot;call REPEL, WEAKNESS or SUPPRESS at up to 5m range&amp;quot; || Until expended or until the end of the event&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Call MASS HEAL, then either brighten the room, darken the room, or call Would You Kindly Feel (any positive emotion) on any number of people in the room || Until effects expire (as long as the hearth is tended, plus 30 seconds)&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Cure one Wound or Consequence || Instant; limited to one use per recipient per week&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Felix</name></author>
	</entry>
	<entry>
		<id>https://uh.camlarp.co.uk/w/index.php?title=Schedule&amp;diff=317</id>
		<title>Schedule</title>
		<link rel="alternate" type="text/html" href="https://uh.camlarp.co.uk/w/index.php?title=Schedule&amp;diff=317"/>
		<updated>2024-02-21T18:24:54Z</updated>

		<summary type="html">&lt;p&gt;Felix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Activities on your Schedule dictate how your character spends their time, and what they&#039;ve learned to do.&lt;br /&gt;
&lt;br /&gt;
You can choose one activity per day, either during the day-time or night-time. You can do one day-time and one night-time activity in the same day, but the exertion of such an active week will reduce the number of wounds you can endure by one. &#039;&#039;&#039;You can never do two activities at the same time, since that&#039;s impossible.&#039;&#039;&#039; &#039;&#039;(This means by default, characters will take part in five activities per week.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each week you can add one activity or drop one activity, then any days you don&#039;t have an activity, you may add one. Any more changing than that would make it too difficult to adapt and catch up.&lt;br /&gt;
&lt;br /&gt;
If you want a quick reference for what activities are available, see the [[Simplified Schedule]]. If you want to see what the Schedule looked like at the start of the system, see the [[Original Schedule]].&lt;br /&gt;
&lt;br /&gt;
(The heads of the families agreed when the Schedule was created that, if an activity was advertised, it had to be open to everyone, regardless of family or other affiliation. This remains true to this day.)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ Penwick Gorge Village Schedule&lt;br /&gt;
|-&lt;br /&gt;
!  !! Monday !! Tuesday !! Wednesday !! Thursday !! Friday !! Saturday !! Sunday&lt;br /&gt;
|-&lt;br /&gt;
| Daytime || Evan Jones’ Poison-Care Workshop&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Doctor Gideon Griffiths’ Medical Seminars&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Petchwork Griffiths’s Sermons on Blood&lt;br /&gt;
 || Delia Jones nee Scott’s Comportment Lessons&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Patrick Jones’ Gardening Club&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Wax Griffiths’ Pigment-Mixing Workshops&lt;br /&gt;
|| Mayhem Griffiths’ Meditation Sessions&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Gaffer Griffiths’ Arboriculture Classes&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Oliver Jones’ Genealogy Workshops&lt;br /&gt;
|| Melancholy (Mel) Griffiths’ Open-To-All Seminars on Inheritance Law&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Robb Scott’s Mist-Gathering Sessions&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Coletta Jones’ Practical Séances&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Gadgetry 101 presented by Pestle Griffiths&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Henry Jones&#039; Family Histories&lt;br /&gt;
|| &#039;&#039;&#039;Village Meeting&#039;&#039;&#039; || &#039;&#039;&#039;Expedition / Rest Day&#039;&#039;&#039; || Hug Griffiths’ Workshop on Simple Living&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Open Hours at Cecily Scott’s Special Greenhouse &lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Working Hours at the Murex Paper-Mill&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Nighttime || Ranger Iggy&#039;s Totally Legit Feral Poison-Wrangling&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Hildegard Scott’s Baking Club&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Solomon Scott&#039;s Mist-Calling Experiments&lt;br /&gt;
 || Tim and Thomas Jones’ Nebulism Routines&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Hildegard Scott’s Knitting Circle&lt;br /&gt;
|| Thomas Jones’ Theoretical Lectures on Fog&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Roxander “Rocky” Scott’s Fight Club&lt;br /&gt;
|| The Great-Grand-Scott’s Personal Knitwear&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Tim Jones’ Fog-Hardening Club&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Singalong Night with the Sirens&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Witchcraft Basics with Patchwork Griffiths&lt;br /&gt;
|| &#039;&#039;&#039;Village Meeting&#039;&#039;&#039; || &#039;&#039;&#039;Expedition / Rest Day&#039;&#039;&#039; || Brush Griffiths’ Class on Rampaging&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Babysitting for Coppice Griffiths&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Oliver Jones’ Amateur Dramatics Night&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Dennis Scott&#039;s Legitimate Businesspeople&#039;s Social Club&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Activity Descriptions ===&lt;br /&gt;
&lt;br /&gt;
== Monday ==&lt;br /&gt;
&lt;br /&gt;
=== Daytime ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Evan Jones’ Poison-Care Workshop&#039;&#039;&#039;: Through careful practice, you’ve learned how to help a Poison close their mouth - without getting your fingers caught. When you use a Poison to make a call, they get tired rather than dying; they recover at the end of the event, or sooner if fed something they like.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Doctor Gideon Griffiths’ Medical Seminars&#039;&#039;&#039;: You’ve spent some time studying first aid. When not under pressure, you may perform 10 seconds of appropriate role-play to call {{call|HEAL}}, restoring 4 hits or a ruined limb (patient’s choice).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Petchwork Griffiths’s Sermons on Blood&#039;&#039;&#039;: You’ve learned how to use your own blood to staunch the wounds of others. You may call {{call|HEAL}} freely, but each time reduces your own maximum hits by two until the end of the encounter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Night-time===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranger Iggy&#039;s Totally Legit Feral Poison-Wrangling&#039;&#039;&#039;: Iggy has struck a deal with Happy Fields Creche to round up the feral Poisons appearing in the village. You spend your Monday nights helping him achieve this surprisingly bruise-inducing task; he&#039;s only too happy to let you walk away with the violent buggers. &#039;&#039;Talk to a ref at the start of an Interactive to receive your Poisons.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hildegard Scott’s Baking Club&#039;&#039;&#039;: Hildegard bakes a variety of treats, with a variety of unusual ingredients. She’ll usually let you take a batch if you help her out. &#039;&#039;Talk to a ref at the start of an Interactive to receive your [[Consumables|treats]]. Feel free to bring your own edible physreps, so long as nobody’s allergic.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solomon Scott&#039;s Mist-Calling Experiments&#039;&#039;&#039;: Solomon has spent months experimenting with the mist, in ways Tim and Thomas Jones consider the recklessness of youth and Robb Scott considers far too safe. His results are simple, but extraordinary: it&#039;s easier to manipulate the fog if you bring some with you. Once per event, you can call up a field of mist in a 5-metre radius around yourself; within that field, other [[Nebulism|nebulism]] abilities can be re-used once every 10 seconds. If you leave the field, it dissipates; you can create another by opening a jar of mist.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tuesday ==&lt;br /&gt;
&lt;br /&gt;
=== Daytime ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Delia Jones nee Scott’s Comportment Lessons&#039;&#039;&#039;: Mrs. Delia, as she insists on being called, has taught you a thing or two about manners, which you’ve learned to care about. You may call {{call|Would You Kindly}} to enforce a point of manners or etiquette once per encounter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Patrick Jones’ Gardening Club&#039;&#039;&#039;: With the emphasis on club. Working with his unique collection of alleged pruning tools has taught you a lot that you’re pretty sure he’s not meant to be teaching you. You can use large weapons and full-sized shields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wax Griffiths’ Pigment-Mixing Workshops&#039;&#039;&#039;: Wax is insistent that he’s as good at [[Rites]] as any Scott, thank you very much, and will often hand out freebies to help convince his helpers of that fact. &#039;&#039;Talk to a ref at the start of an Interactive to receive your [[Consumables|pigment(s)]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Night-time ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tim and Thomas Jones’ Nebulism Routines&#039;&#039;&#039;: The two Joneses share a love for manipulating the village’s fog, but disagree on its best usage. Once per encounter, you may call {{call|WEAKNESS}} or SPIRIT {{call|TRIPLE}} at range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hildegard Scott’s Knitting Circle&#039;&#039;&#039;: Occasionally, between baking delicious treats, Hildegard has been known to teach strange and often hazardous knitting patterns. Seeing her handle the needles has taught you a valuable lesson about sharp objects in groups; once per encounter, when landing a hit with a dagger, you can call {{call|SUPPRESS}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Wednesday ==&lt;br /&gt;
&lt;br /&gt;
=== Daytime ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mayhem Griffiths’ Meditation Sessions&#039;&#039;&#039;: A youth spent running into the mist until his Ghost could go no further has led Mayhem to a unique understanding of the self. Whenever you take a wound, take two cards and pick one to keep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gaffer Griffiths’ Arboriculture Classes&#039;&#039;&#039;: These mostly seem to consist of whacking trees with sticks until fruit falls out. Still, Gaffer insists he knows which ones are ripe enough to whack. Once per encounter, you can call {{call|TRIPLE}}, {{call|REPEL}}, or {{call|SHATTER}} with any weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oliver Jones’ Genealogy Workshops&#039;&#039;&#039;: You’d be amazed who you can find on your family tree with a little digging. They often seem amazed themselves. Still, Oliver can put you in touch with new relatives pretty reliably. &#039;&#039;Talk to a ref at the start of an Interactive to receive your relative’s entry for your family tree.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Night-time ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thomas Jones’ Theoretical Lectures on Fog&#039;&#039;&#039;: Thomas believes the village’s mists are best placed healing, defending and insulating the spirits of the villagers. In this class, he illustrates a deeper application: using the fog to hide yourself entirely. Once per encounter, you can call &amp;quot;{{call|Would You Kindly}} ignore me&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Roxander “Rocky” Scott’s Fight Club&#039;&#039;&#039;: Roxander has unusual theories about building resilience, and unsettlingly accurate training mannequins to practice on. Still, can’t argue with results. You have 2 additional maximum hits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Thursday ==&lt;br /&gt;
&lt;br /&gt;
=== Daytime ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Melancholy (Mel) Griffiths’ Open-To-All Seminars on Inheritance Law&#039;&#039;&#039;: the Office of Bequests accepts no helpers, interns, assistants or purchasers. It does grudgingly respond to litigation, though. &#039;&#039;Talk to a ref at the start of an Interactive to receive a small Bequest, with unpredictable contents.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Robb Scott’s Mist-Gathering Sessions&#039;&#039;&#039;: Unlike the Joneses, Robb believes the best way to learn to manipulate the village’s mist is by putting it in jars. They can become oddly volatile. &#039;&#039;Talk to a ref at the start of an Interactive to receive a jar of mist. They can be opened to call an omnidirectional {{call|MASS}} SPIRIT {{call|DOUBLE}}. This does hit the one who opens the jar.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Coletta Jones’ Practical Séances&#039;&#039;&#039;: Rites can be dangerous. Coletta’s rites, she demonstrates, tend not to be. When performing Rites and receiving Consequences, you are dealt two sets of Consequences and can pick one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gadgetry 101 presented by Pestle Griffiths&#039;&#039;&#039;: Or, to give it its full name, A Comprehensive Practical Class Dedicated to the Construction of Gadgets Designed to Circumvent the Limitations of Penwick&#039;s Magic and Resources, presented by Pestle Griffiths. You can build [[Gadgets|gadgets]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Henry Jones&#039; Family Histories&#039;&#039;&#039;: In one sense, little more than gathering around and telling old stories. In another sense, frantically levering open the connections of the family tree and sending things along them. When [[Reminiscing|Reminiscing]], you can introduce an item into the story. This item can then become part of the story, and will play a direct role in the fortune or misfortune of your Relative. Also, if you &#039;&#039;lead&#039;&#039; the Reminiscence, you can choose to expend the entirety of your connection to that Relative, giving up the Relative card entirely; if you do, the effects will be greatly magnified, but you must make this choice at the &#039;&#039;&#039;start&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Night-time ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Great-Grand-Scott’s Personal Knitwear&#039;&#039;&#039;: The third cupboard from the end in the utility room nearest the South Wing is normally held shut by the Great-Grand-Scott’s will, or so the rumours have it. On Thursday Nights, with a little effort, it can be opened, and their particularly resilient jumpers extracted - though their uncanny durability seems to fade after each week. &#039;&#039;You may wear a jumper or cardigan as armour. If you do, it grants an additional maximum hit point on top of the one for wearing armour.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tim Jones’ Fog-Hardening Club&#039;&#039;&#039;: By working ice crystals into fog banks, Tim Jones has managed to coax the mists away from their tendency towards gentleness. His technique seems to have wider applications. You can call SPIRIT {{call|SHATTER}} instead of any other single target SPIRIT call, or MASS SPIRIT SHATTER instead of any other MASS SPIRIT call.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Singalong Night with the Sirens&#039;&#039;&#039;: They make sure cushions are put down for first-timers to fall over safely. Still, after a while, the music just sounds like - music, and you can usually fix it when someone else zones out. You may call Would You Kindly snap out of it on any ally, which will cause all Would You Kindly effects on them to expire. Once per encounter, you can also call Would You Kindly believe what I&#039;m about to tell you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Witchcraft Basics with Patchwork Griffiths&#039;&#039;&#039;: Patchwork is a relatively new witch, but a dab hand at the sort of careful shepherding it seems to require. You can spend twenty seconds when not under pressure (or a minute, uninterrupted, while under pressure) to set up a hearth for [[Witchcraft|Witchcraft]].&lt;br /&gt;
&lt;br /&gt;
== Friday ==&lt;br /&gt;
&lt;br /&gt;
No activities today - the villagers are focused on preparing for (and attending, and recovering from) the weekly meeting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Saturday ==&lt;br /&gt;
&lt;br /&gt;
No activities today - the villagers are taking the day off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sunday ==&lt;br /&gt;
&lt;br /&gt;
=== Daytime ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hug Griffiths’ Workshop on Simple Living&#039;&#039;&#039;: Sometimes, you just want to get away from it all. Hug knows the feeling. Once per encounter, you can call {{call|SUPPRESS}} on any willing target (including yourself).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Open Hours at Cecily Scott’s Special Greenhouse&#039;&#039;&#039;: Cecily appreciates all sorts of undervalued plants, even if they tend to be uprooted because of things like “general danger to health”. She can often be enticed into sharing a cutting. &#039;&#039;Talk to a ref at the start of an Interactive to receive some [[Consumables|unusual plant material]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Working Hours at the Murex Paper-Mill&#039;&#039;&#039;: The Family Murex secrete a helpful slime that breaks down driftwood into paper, and with a little work, allows that paper to become Rite-Paper. Sadly, their many talents don&#039;t extend to having arms, which are rather necessary for some of the machinery; that&#039;s where you come in. Of course, you&#039;ll walk away with some of the fruits of your labours. &#039;&#039;Talk to a ref at the start of an Interactive to receive some [[Rites|Rite-Paper]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Night-time ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brush Griffiths’ Class on Rampaging&#039;&#039;&#039;: Their approach to violence is surprisingly academic, discussing the limits of the body in detail. You may choose to deal a {{call|DOUBLE}}, instead of a {{call|SINGLE}}, with every hit for the duration of an encounter. If you do, talk to a ref afterwards to receive a wound. &#039;&#039;&#039;You don&#039;t receive an additional Wound if you go down in this encounter.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Babysitting for Coppice Griffiths&#039;&#039;&#039;: Coppice is lovely, but even he can’t watch the kids all week without a break. Still, seeing them run face-first into walls and walk away laughing teaches you a lot about resilience; you can have one additional wound without dying.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oliver Jones’ Amateur Dramatics Night&#039;&#039;&#039;: Oliver’s strong grasp of genealogy doesn’t translate well into realism, but he still knows how to hold the crowd’s attention. Once per encounter, you may call &amp;quot;{{call|Would You Kindly}} fight me dramatically&amp;quot;; this will lead even the most hardened of monsters into a slower, more theatrical conflict.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dennis Scott&#039;s Legitimate Businesspeople&#039;s Social Club&#039;&#039;&#039;: Or, to give him his full name, Despair-Not-As-The-Mists-Close-In Scott. The social club runs at three separate locations, meaning members get a &amp;quot;delightful sense of variety&amp;quot; - and an excellent alibi. Each Interactive, someone will be given [[The_Goods|The Goods]]. The more people who are after The Goods, the more valuable they become. Once per encounter, you may sneak off to the ref area to collect one Consequence, which you can then hand out covertly in pursuit of The Goods.&lt;/div&gt;</summary>
		<author><name>Felix</name></author>
	</entry>
	<entry>
		<id>https://uh.camlarp.co.uk/w/index.php?title=Map&amp;diff=316</id>
		<title>Map</title>
		<link rel="alternate" type="text/html" href="https://uh.camlarp.co.uk/w/index.php?title=Map&amp;diff=316"/>
		<updated>2024-02-15T20:48:17Z</updated>

		<summary type="html">&lt;p&gt;Felix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below is a sketch map of the current state of the village:&lt;br /&gt;
&lt;br /&gt;
[[File:Penwick gorge map 4.png]]&lt;br /&gt;
&lt;br /&gt;
And here is a more artistic rendering (though the locations of buildings should not be taken as gospel, and the factory, studio, sanctuary, and garden path have been added after the fact):&lt;br /&gt;
&lt;br /&gt;
[[File:Penwick4.jpg]]&lt;/div&gt;</summary>
		<author><name>Felix</name></author>
	</entry>
	<entry>
		<id>https://uh.camlarp.co.uk/w/index.php?title=File:Penwick4.jpg&amp;diff=315</id>
		<title>File:Penwick4.jpg</title>
		<link rel="alternate" type="text/html" href="https://uh.camlarp.co.uk/w/index.php?title=File:Penwick4.jpg&amp;diff=315"/>
		<updated>2024-02-15T20:48:00Z</updated>

		<summary type="html">&lt;p&gt;Felix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Map with Garden Path&lt;/div&gt;</summary>
		<author><name>Felix</name></author>
	</entry>
	<entry>
		<id>https://uh.camlarp.co.uk/w/index.php?title=File:Penwick_gorge_map_4.png&amp;diff=314</id>
		<title>File:Penwick gorge map 4.png</title>
		<link rel="alternate" type="text/html" href="https://uh.camlarp.co.uk/w/index.php?title=File:Penwick_gorge_map_4.png&amp;diff=314"/>
		<updated>2024-02-15T20:47:36Z</updated>

		<summary type="html">&lt;p&gt;Felix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Map with Garden Path&lt;/div&gt;</summary>
		<author><name>Felix</name></author>
	</entry>
	<entry>
		<id>https://uh.camlarp.co.uk/w/index.php?title=Recent_History&amp;diff=313</id>
		<title>Recent History</title>
		<link rel="alternate" type="text/html" href="https://uh.camlarp.co.uk/w/index.php?title=Recent_History&amp;diff=313"/>
		<updated>2024-02-07T19:15:32Z</updated>

		<summary type="html">&lt;p&gt;Felix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Before the Game =&lt;br /&gt;
The river has abruptly run low on fish, and Penwick Gorge is running out of food. The seniors have decided that an expedition will be sent over the bridge. A meeting of the candidates to go has been called the evening before the expedition to prepare.&lt;br /&gt;
&lt;br /&gt;
= Week 1 =&lt;br /&gt;
The first expedition returns across the bridge with food, and reports a strange world of living toys. Faced with the choice of taking the Heart of Toyland and bring death to the place, they chose to leave it in place and depart.&lt;br /&gt;
&lt;br /&gt;
= Week 3 =&lt;br /&gt;
The second expedition returns across the bridge. Again, they bring food, and also a confusing tale of an Agency full of schemes and intrigue, ruled by a shadowy Director.&lt;br /&gt;
&lt;br /&gt;
= Week 5 =&lt;br /&gt;
After reports of missing villagers dragged in to the fog, a party venture across the bridge to get them back from an obvious trap. After reputedly succeeding, they brought back across the bridge an Anchor. Interestingly, the village now seems to have undergone major physical changes, now having a small dock and a bay?&lt;br /&gt;
&lt;br /&gt;
As well as the physical signs of what once was Grimmsby, several of its residents are here: the Sirens, led by Areefa; Selkie Grim, descendent of the founder of Grimmsby; the Family Murex; and a veteran soldier.&lt;br /&gt;
&lt;br /&gt;
Iggy also struck a deal with Happy Fields, and is now responsible for rounding up feral Poisons.&lt;br /&gt;
&lt;br /&gt;
= Week 6 =&lt;br /&gt;
&lt;br /&gt;
Despite no expeditions across the bridge, there were several developments. The Sirens have joined the Scott family, and Benth, a veteran soldier, has joined the Joneses. A sandcastle has been built on the beach, though it&#039;s hard to look at straight on, and rumours swirl about what&#039;s inside...&lt;br /&gt;
&lt;br /&gt;
In other news, [[Grim Voyaging|boat voyages]] have begun across the bay to explore what can be found nearby.&lt;br /&gt;
&lt;br /&gt;
= Week 7 =&lt;br /&gt;
&lt;br /&gt;
Plentiful developments this week! First, the S.S. Rickety Capsize was transformed into the HQB Imagination, a vessel reminiscent of a toy boat (but that still worked fine for a Voyage). Then, for the first time, the villagers were directly invited to a Tournament, and won it outright - though there have been several concerning signs in the immediate aftermath of their return, not least the appearance of an arena in Penwick.&lt;br /&gt;
&lt;br /&gt;
= Term 2 =&lt;br /&gt;
&lt;br /&gt;
= Week 1 =&lt;br /&gt;
&lt;br /&gt;
An eventful week, as new plants took root: a low, amphibious hedge, circling the village and sending up bursts of light when crossed; and a set of rose-vines along the sides of the Bridge. As well as this, three new Activities have joined the Schedule, and the brand-new magic of [[Gadgets|Gadgets]] has arrived in the village!&lt;br /&gt;
&lt;br /&gt;
But that wasn&#039;t the end of it - the village has also received its newest addition: a squat, boxy building on the Westernmost hilltop of the village.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Week 2 =&lt;br /&gt;
&lt;br /&gt;
The villagers managed to work out how to get the new building working, and now it&#039;s produced a couple of automatons to take care of some gardening issues! In other news, a horrible blood creature trespassed in the village meeting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Week 3 =&lt;br /&gt;
&lt;br /&gt;
The village saw three major events this week. First, Dennis Scott was cursed rather severely by a Shade from outside the village; second, Green Griffiths managed to orchestrate the building of a Poison sanctuary, revitalising the swamps (though witnesses attest it seemed a bit touch and go, safety-wise...), and the voyage across the bridge not only succeeded, but again brought back a new addition to the village, in the form of the glitzy Studio P.&lt;/div&gt;</summary>
		<author><name>Felix</name></author>
	</entry>
	<entry>
		<id>https://uh.camlarp.co.uk/w/index.php?title=Map&amp;diff=312</id>
		<title>Map</title>
		<link rel="alternate" type="text/html" href="https://uh.camlarp.co.uk/w/index.php?title=Map&amp;diff=312"/>
		<updated>2024-02-07T19:12:07Z</updated>

		<summary type="html">&lt;p&gt;Felix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below is a sketch map of the current state of the village:&lt;br /&gt;
&lt;br /&gt;
[[File:Penwick gorge map 3.png]]&lt;br /&gt;
&lt;br /&gt;
And here is a more artistic rendering (though the locations of buildings should not be taken as gospel, and the factory, studio and sanctuary have been added after the fact):&lt;br /&gt;
&lt;br /&gt;
[[File:Penwick3.jpg]]&lt;/div&gt;</summary>
		<author><name>Felix</name></author>
	</entry>
	<entry>
		<id>https://uh.camlarp.co.uk/w/index.php?title=File:Penwick3.jpg&amp;diff=311</id>
		<title>File:Penwick3.jpg</title>
		<link rel="alternate" type="text/html" href="https://uh.camlarp.co.uk/w/index.php?title=File:Penwick3.jpg&amp;diff=311"/>
		<updated>2024-02-07T19:11:43Z</updated>

		<summary type="html">&lt;p&gt;Felix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Updated artsy map&lt;/div&gt;</summary>
		<author><name>Felix</name></author>
	</entry>
	<entry>
		<id>https://uh.camlarp.co.uk/w/index.php?title=File:Penwick_gorge_map_3.png&amp;diff=310</id>
		<title>File:Penwick gorge map 3.png</title>
		<link rel="alternate" type="text/html" href="https://uh.camlarp.co.uk/w/index.php?title=File:Penwick_gorge_map_3.png&amp;diff=310"/>
		<updated>2024-02-07T19:11:20Z</updated>

		<summary type="html">&lt;p&gt;Felix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Updated map&lt;/div&gt;</summary>
		<author><name>Felix</name></author>
	</entry>
	<entry>
		<id>https://uh.camlarp.co.uk/w/index.php?title=Schedule&amp;diff=309</id>
		<title>Schedule</title>
		<link rel="alternate" type="text/html" href="https://uh.camlarp.co.uk/w/index.php?title=Schedule&amp;diff=309"/>
		<updated>2024-02-02T18:27:01Z</updated>

		<summary type="html">&lt;p&gt;Felix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Activities on your Schedule dictate how your character spends their time, and what they&#039;ve learned to do.&lt;br /&gt;
&lt;br /&gt;
You can choose one activity per day, either during the day-time or night-time. You can do one day-time and one night-time activity in the same day, but the exertion of such an active week will reduce the number of wounds you can endure by one. &#039;&#039;&#039;You can never do two activities at the same time, since that&#039;s impossible.&#039;&#039;&#039; &#039;&#039;(This means by default, characters will take part in five activities per week.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each week you can add one activity or drop one activity, then any days you don&#039;t have an activity, you may add one. Any more changing than that would make it too difficult to adapt and catch up.&lt;br /&gt;
&lt;br /&gt;
If you want a quick reference for what activities are available, see the [[Simplified Schedule]]. If you want to see what the Schedule looked like at the start of the system, see the [[Original Schedule]].&lt;br /&gt;
&lt;br /&gt;
(The heads of the families agreed when the Schedule was created that, if an activity was advertised, it had to be open to everyone, regardless of family or other affiliation. This remains true to this day.)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ Penwick Gorge Village Schedule&lt;br /&gt;
|-&lt;br /&gt;
!  !! Monday !! Tuesday !! Wednesday !! Thursday !! Friday !! Saturday !! Sunday&lt;br /&gt;
|-&lt;br /&gt;
| Daytime || Evan Jones’ Poison-Care Workshop&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Doctor Gideon Griffiths’ Medical Seminars&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Petchwork Griffiths’s Sermons on Blood&lt;br /&gt;
 || Delia Jones nee Scott’s Comportment Lessons&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Patrick Jones’ Gardening Club&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Wax Griffiths’ Pigment-Mixing Workshops&lt;br /&gt;
|| Mayhem Griffiths’ Meditation Sessions&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Gaffer Griffiths’ Arboriculture Classes&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Oliver Jones’ Genealogy Workshops&lt;br /&gt;
|| Melancholy (Mel) Griffiths’ Open-To-All Seminars on Inheritance Law&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Robb Scott’s Mist-Gathering Sessions&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Coletta Jones’ Practical Séances&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Gadgetry 101 presented by Pestle Griffiths&lt;br /&gt;
|| &#039;&#039;&#039;Village Meeting&#039;&#039;&#039; || &#039;&#039;&#039;Expedition / Rest Day&#039;&#039;&#039; || Hug Griffiths’ Workshop on Simple Living&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Open Hours at Cecily Scott’s Special Greenhouse &lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Working Hours at the Murex Paper-Mill&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Nighttime || Ranger Iggy&#039;s Totally Legit Feral Poison-Wrangling&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Hildegard Scott’s Baking Club&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Solomon Scott&#039;s Mist-Calling Experiments&lt;br /&gt;
 || Tim and Thomas Jones’ Nebulism Routines&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Hildegard Scott’s Knitting Circle&lt;br /&gt;
|| Thomas Jones’ Theoretical Lectures on Fog&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Roxander “Rocky” Scott’s Fight Club&lt;br /&gt;
|| The Great-Grand-Scott’s Personal Knitwear&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Tim Jones’ Fog-Hardening Club&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Singalong Night with the Sirens&lt;br /&gt;
|| &#039;&#039;&#039;Village Meeting&#039;&#039;&#039; || &#039;&#039;&#039;Expedition / Rest Day&#039;&#039;&#039; || Brush Griffiths’ Class on Rampaging&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Babysitting for Coppice Griffiths&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Oliver Jones’ Amateur Dramatics Night&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Dennis Scott&#039;s Legitimate Businesspeople&#039;s Social Club&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Activity Descriptions ===&lt;br /&gt;
&lt;br /&gt;
== Monday ==&lt;br /&gt;
&lt;br /&gt;
=== Daytime ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Evan Jones’ Poison-Care Workshop&#039;&#039;&#039;: Through careful practice, you’ve learned how to help a Poison close their mouth - without getting your fingers caught. When you use a Poison to make a call, they get tired rather than dying; they recover at the end of the event, or sooner if fed something they like.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Doctor Gideon Griffiths’ Medical Seminars&#039;&#039;&#039;: You’ve spent some time studying first aid. When not under pressure, you may perform 10 seconds of appropriate role-play to call {{call|HEAL}}, restoring 4 hits or a ruined limb (patient’s choice).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Petchwork Griffiths’s Sermons on Blood&#039;&#039;&#039;: You’ve learned how to use your own blood to staunch the wounds of others. You may call {{call|HEAL}} freely, but each time reduces your own maximum hits by two until the end of the encounter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Night-time===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranger Iggy&#039;s Totally Legit Feral Poison-Wrangling&#039;&#039;&#039;: Iggy has struck a deal with Happy Fields Creche to round up the feral Poisons appearing in the village. You spend your Monday nights helping him achieve this surprisingly bruise-inducing task; he&#039;s only too happy to let you walk away with the violent buggers. &#039;&#039;Talk to a ref at the start of an Interactive to receive your Poisons.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hildegard Scott’s Baking Club&#039;&#039;&#039;: Hildegard bakes a variety of treats, with a variety of unusual ingredients. She’ll usually let you take a batch if you help her out. &#039;&#039;Talk to a ref at the start of an Interactive to receive your [[Consumables|treats]]. Feel free to bring your own edible physreps, so long as nobody’s allergic.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solomon Scott&#039;s Mist-Calling Experiments&#039;&#039;&#039;: Solomon has spent months experimenting with the mist, in ways Tim and Thomas Jones consider the recklessness of youth and Robb Scott considers far too safe. His results are simple, but extraordinary: it&#039;s easier to manipulate the fog if you bring some with you. Once per event, you can call up a field of mist in a 5-metre radius around yourself; within that field, other [[Nebulism|nebulism]] abilities can be re-used once every 10 seconds. If you leave the field, it dissipates; you can create another by opening a jar of mist.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tuesday ==&lt;br /&gt;
&lt;br /&gt;
=== Daytime ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Delia Jones nee Scott’s Comportment Lessons&#039;&#039;&#039;: Mrs. Delia, as she insists on being called, has taught you a thing or two about manners, which you’ve learned to care about. You may call {{call|Would You Kindly}} to enforce a point of manners or etiquette once per encounter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Patrick Jones’ Gardening Club&#039;&#039;&#039;: With the emphasis on club. Working with his unique collection of alleged pruning tools has taught you a lot that you’re pretty sure he’s not meant to be teaching you. You can use large weapons and full-sized shields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wax Griffiths’ Pigment-Mixing Workshops&#039;&#039;&#039;: Wax is insistent that he’s as good at [[Rites]] as any Scott, thank you very much, and will often hand out freebies to help convince his helpers of that fact. &#039;&#039;Talk to a ref at the start of an Interactive to receive your [[Consumables|pigment(s)]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Night-time ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tim and Thomas Jones’ Nebulism Routines&#039;&#039;&#039;: The two Joneses share a love for manipulating the village’s fog, but disagree on its best usage. Once per encounter, you may call {{call|WEAKNESS}} or SPIRIT {{call|TRIPLE}} at range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hildegard Scott’s Knitting Circle&#039;&#039;&#039;: Occasionally, between baking delicious treats, Hildegard has been known to teach strange and often hazardous knitting patterns. Seeing her handle the needles has taught you a valuable lesson about sharp objects in groups; once per encounter, when landing a hit with a dagger, you can call {{call|SUPPRESS}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Wednesday ==&lt;br /&gt;
&lt;br /&gt;
=== Daytime ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mayhem Griffiths’ Meditation Sessions&#039;&#039;&#039;: A youth spent running into the mist until his Ghost could go no further has led Mayhem to a unique understanding of the self. Whenever you take a wound, take two cards and pick one to keep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gaffer Griffiths’ Arboriculture Classes&#039;&#039;&#039;: These mostly seem to consist of whacking trees with sticks until fruit falls out. Still, Gaffer insists he knows which ones are ripe enough to whack. Once per encounter, you can call {{call|TRIPLE}}, {{call|REPEL}}, or {{call|SHATTER}} with any weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oliver Jones’ Genealogy Workshops&#039;&#039;&#039;: You’d be amazed who you can find on your family tree with a little digging. They often seem amazed themselves. Still, Oliver can put you in touch with new relatives pretty reliably. &#039;&#039;Talk to a ref at the start of an Interactive to receive your relative’s entry for your family tree.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Night-time ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thomas Jones’ Theoretical Lectures on Fog&#039;&#039;&#039;: Thomas believes the village’s mists are best placed healing, defending and insulating the spirits of the villagers. In this class, he illustrates a deeper application: using the fog to hide yourself entirely. Once per encounter, you can call &amp;quot;{{call|Would You Kindly}} ignore me&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Roxander “Rocky” Scott’s Fight Club&#039;&#039;&#039;: Roxander has unusual theories about building resilience, and unsettlingly accurate training mannequins to practice on. Still, can’t argue with results. You have 2 additional maximum hits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Thursday ==&lt;br /&gt;
&lt;br /&gt;
=== Daytime ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Melancholy (Mel) Griffiths’ Open-To-All Seminars on Inheritance Law&#039;&#039;&#039;: the Office of Bequests accepts no helpers, interns, assistants or purchasers. It does grudgingly respond to litigation, though. &#039;&#039;Talk to a ref at the start of an Interactive to receive a small Bequest, with unpredictable contents.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Robb Scott’s Mist-Gathering Sessions&#039;&#039;&#039;: Unlike the Joneses, Robb believes the best way to learn to manipulate the village’s mist is by putting it in jars. They can become oddly volatile. &#039;&#039;Talk to a ref at the start of an Interactive to receive a jar of mist. They can be opened to call an omnidirectional {{call|MASS}} SPIRIT {{call|DOUBLE}}. This does hit the one who opens the jar.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Coletta Jones’ Practical Séances&#039;&#039;&#039;: Rites can be dangerous. Coletta’s rites, she demonstrates, tend not to be. When performing Rites and receiving Consequences, you are dealt two sets of Consequences and can pick one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gadgetry 101 presented by Pestle Griffiths&#039;&#039;&#039;: Or, to give it its full name, A Comprehensive Practical Class Dedicated to the Construction of Gadgets Designed to Circumvent the Limitations of Penwick&#039;s Magic and Resources, presented by Pestle Griffiths. You can build [[Gadgets|gadgets]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Night-time ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Great-Grand-Scott’s Personal Knitwear&#039;&#039;&#039;: The third cupboard from the end in the utility room nearest the South Wing is normally held shut by the Great-Grand-Scott’s will, or so the rumours have it. On Thursday Nights, with a little effort, it can be opened, and their particularly resilient jumpers extracted - though their uncanny durability seems to fade after each week. &#039;&#039;You may wear a jumper or cardigan as armour. If you do, it grants an additional maximum hit point on top of the one for wearing armour.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tim Jones’ Fog-Hardening Club&#039;&#039;&#039;: By working ice crystals into fog banks, Tim Jones has managed to coax the mists away from their tendency towards gentleness. His technique seems to have wider applications. You can call SPIRIT {{call|SHATTER}} instead of any other single target SPIRIT call, or MASS SPIRIT SHATTER instead of any other MASS SPIRIT call.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Singalong Night with the Sirens&#039;&#039;&#039;: They make sure cushions are put down for first-timers to fall over safely. Still, after a while, the music just sounds like - music, and you can usually fix it when someone else zones out. You may call Would You Kindly snap out of it on any ally, which will cause all Would You Kindly effects on them to expire. Once per encounter, you can also call Would You Kindly believe what I&#039;m about to tell you.&lt;br /&gt;
&lt;br /&gt;
== Friday ==&lt;br /&gt;
&lt;br /&gt;
No activities today - the villagers are focused on preparing for (and attending, and recovering from) the weekly meeting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Saturday ==&lt;br /&gt;
&lt;br /&gt;
No activities today - the villagers are taking the day off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sunday ==&lt;br /&gt;
&lt;br /&gt;
=== Daytime ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hug Griffiths’ Workshop on Simple Living&#039;&#039;&#039;: Sometimes, you just want to get away from it all. Hug knows the feeling. Once per encounter, you can call {{call|SUPPRESS}} on any willing target (including yourself).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Open Hours at Cecily Scott’s Special Greenhouse&#039;&#039;&#039;: Cecily appreciates all sorts of undervalued plants, even if they tend to be uprooted because of things like “general danger to health”. She can often be enticed into sharing a cutting. &#039;&#039;Talk to a ref at the start of an Interactive to receive some [[Consumables|unusual plant material]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Working Hours at the Murex Paper-Mill&#039;&#039;&#039;: The Family Murex secrete a helpful slime that breaks down driftwood into paper, and with a little work, allows that paper to become Rite-Paper. Sadly, their many talents don&#039;t extend to having arms, which are rather necessary for some of the machinery; that&#039;s where you come in. Of course, you&#039;ll walk away with some of the fruits of your labours. &#039;&#039;Talk to a ref at the start of an Interactive to receive some [[Rites|Rite-Paper]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Night-time ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brush Griffiths’ Class on Rampaging&#039;&#039;&#039;: Their approach to violence is surprisingly academic, discussing the limits of the body in detail. You may choose to deal a {{call|DOUBLE}}, instead of a {{call|SINGLE}}, with every hit for the duration of an encounter. If you do, talk to a ref afterwards to receive a wound. &#039;&#039;&#039;You don&#039;t receive an additional Wound if you go down in this encounter.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Babysitting for Coppice Griffiths&#039;&#039;&#039;: Coppice is lovely, but even he can’t watch the kids all week without a break. Still, seeing them run face-first into walls and walk away laughing teaches you a lot about resilience; you can have one additional wound without dying.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oliver Jones’ Amateur Dramatics Night&#039;&#039;&#039;: Oliver’s strong grasp of genealogy doesn’t translate well into realism, but he still knows how to hold the crowd’s attention. Once per encounter, you may call &amp;quot;{{call|Would You Kindly}} fight me dramatically&amp;quot;; this will lead even the most hardened of monsters into a slower, more theatrical conflict.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dennis Scott&#039;s Legitimate Businesspeople&#039;s Social Club&#039;&#039;&#039;: Or, to give him his full name, Despair-Not-As-The-Mists-Close-In Scott. The social club runs at three separate locations, meaning members get a &amp;quot;delightful sense of variety&amp;quot; - and an excellent alibi. Each Interactive, someone will be given [[The_Goods|The Goods]]. The more people who are after The Goods, the more valuable they become. Once per encounter, you may sneak off to the ref area to collect one Consequence, which you can then hand out covertly in pursuit of The Goods.&lt;/div&gt;</summary>
		<author><name>Felix</name></author>
	</entry>
	<entry>
		<id>https://uh.camlarp.co.uk/w/index.php?title=Gallery&amp;diff=308</id>
		<title>Gallery</title>
		<link rel="alternate" type="text/html" href="https://uh.camlarp.co.uk/w/index.php?title=Gallery&amp;diff=308"/>
		<updated>2024-01-28T17:43:12Z</updated>

		<summary type="html">&lt;p&gt;Felix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Gallery of Rite Effects ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Colletta Jones runs the Gallery of Rite Effects. If you&#039;d like to submit a Rite you&#039;ve performed or been the subject of, please either send it in the post to Colletta or let a ref know; she&#039;s promised (small) rewards for vibrant pieces.&lt;br /&gt;
&lt;br /&gt;
A document of known Rites and their effects, compiled by Pestle Griffiths, Henry Jones, Modicum Griffiths and Taylor Jones, is below:&lt;br /&gt;
&lt;br /&gt;
[[File:Rite compendium.png]]&lt;/div&gt;</summary>
		<author><name>Felix</name></author>
	</entry>
	<entry>
		<id>https://uh.camlarp.co.uk/w/index.php?title=File:Rite_compendium.png&amp;diff=307</id>
		<title>File:Rite compendium.png</title>
		<link rel="alternate" type="text/html" href="https://uh.camlarp.co.uk/w/index.php?title=File:Rite_compendium.png&amp;diff=307"/>
		<updated>2024-01-28T17:42:54Z</updated>

		<summary type="html">&lt;p&gt;Felix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Compendium of Rites&lt;/div&gt;</summary>
		<author><name>Felix</name></author>
	</entry>
	<entry>
		<id>https://uh.camlarp.co.uk/w/index.php?title=File:Rite_compendium_20240128_0001.pdf&amp;diff=306</id>
		<title>File:Rite compendium 20240128 0001.pdf</title>
		<link rel="alternate" type="text/html" href="https://uh.camlarp.co.uk/w/index.php?title=File:Rite_compendium_20240128_0001.pdf&amp;diff=306"/>
		<updated>2024-01-28T17:40:14Z</updated>

		<summary type="html">&lt;p&gt;Felix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rite compendium&lt;/div&gt;</summary>
		<author><name>Felix</name></author>
	</entry>
	<entry>
		<id>https://uh.camlarp.co.uk/w/index.php?title=Schedule&amp;diff=304</id>
		<title>Schedule</title>
		<link rel="alternate" type="text/html" href="https://uh.camlarp.co.uk/w/index.php?title=Schedule&amp;diff=304"/>
		<updated>2024-01-24T22:46:41Z</updated>

		<summary type="html">&lt;p&gt;Felix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Activities on your Schedule dictate how your character spends their time, and what they&#039;ve learned to do.&lt;br /&gt;
&lt;br /&gt;
You can choose one activity per day, either during the day-time or night-time. You can do one day-time and one night-time activity in the same day, but the exertion of such an active week will reduce the number of wounds you can endure by one. &#039;&#039;&#039;You can never do two activities at the same time, since that&#039;s impossible.&#039;&#039;&#039; &#039;&#039;(This means by default, characters will take part in five activities per week.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each week you can add one activity or drop one activity, then any days you don&#039;t have an activity, you may add one. Any more changing than that would make it too difficult to adapt and catch up.&lt;br /&gt;
&lt;br /&gt;
If you want a quick reference for what activities are available, see the [[Simplified Schedule]]. If you want to see what the Schedule looked like at the start of the system, see the [[Original Schedule]].&lt;br /&gt;
&lt;br /&gt;
(The heads of the families agreed when the Schedule was created that, if an activity was advertised, it had to be open to everyone, regardless of family or other affiliation. This remains true to this day.)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ Penwick Gorge Village Schedule&lt;br /&gt;
|-&lt;br /&gt;
!  !! Monday !! Tuesday !! Wednesday !! Thursday !! Friday !! Saturday !! Sunday&lt;br /&gt;
|-&lt;br /&gt;
| Daytime || Evan Jones’ Poison-Care Workshop&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Doctor Gideon Griffiths’ Medical Seminars&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Professor Griswold Scott’s Sermons on Blood&lt;br /&gt;
 || Delia Jones nee Scott’s Comportment Lessons&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Patrick Jones’ Gardening Club&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Wax Griffiths’ Pigment-Mixing Workshops&lt;br /&gt;
|| Mayhem Griffiths’ Meditation Sessions&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Gaffer Griffiths’ Arboriculture Classes&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Oliver Jones’ Genealogy Workshops&lt;br /&gt;
|| Melancholy (Mel) Griffiths’ Open-To-All Seminars on Inheritance Law&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Robb Scott’s Mist-Gathering Sessions&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Coletta Jones’ Practical Séances&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Gadgetry 101 presented by Pestle Griffiths&lt;br /&gt;
|| &#039;&#039;&#039;Village Meeting&#039;&#039;&#039; || &#039;&#039;&#039;Expedition / Rest Day&#039;&#039;&#039; || Hug Griffiths’ Workshop on Simple Living&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Open Hours at Cecily Scott’s Special Greenhouse &lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Working Hours at the Murex Paper-Mill&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Nighttime || Ranger Iggy&#039;s Totally Legit Feral Poison-Wrangling&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Hildegard Scott’s Baking Club&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Solomon Scott&#039;s Mist-Calling Experiments&lt;br /&gt;
 || Tim and Thomas Jones’ Nebulism Routines&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Hildegard Scott’s Knitting Circle&lt;br /&gt;
|| Thomas Jones’ Theoretical Lectures on Fog&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Roxander “Rocky” Scott’s Fight Club&lt;br /&gt;
|| The Great-Grand-Scott’s Personal Knitwear&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Tim Jones’ Fog-Hardening Club&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Singalong Night with the Sirens&lt;br /&gt;
|| &#039;&#039;&#039;Village Meeting&#039;&#039;&#039; || &#039;&#039;&#039;Expedition / Rest Day&#039;&#039;&#039; || Brush Griffiths’ Class on Rampaging&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Babysitting for Coppice Griffiths&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Oliver Jones’ Amateur Dramatics Night&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Dennis Scott&#039;s Legitimate Businesspeople&#039;s Social Club&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Activity Descriptions ===&lt;br /&gt;
&lt;br /&gt;
== Monday ==&lt;br /&gt;
&lt;br /&gt;
=== Daytime ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Evan Jones’ Poison-Care Workshop&#039;&#039;&#039;: Through careful practice, you’ve learned how to help a Poison close their mouth - without getting your fingers caught. When you use a Poison to make a call, they get tired rather than dying; they recover at the end of the event, or sooner if fed something they like.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Doctor Gideon Griffiths’ Medical Seminars&#039;&#039;&#039;: You’ve spent some time studying first aid. When not under pressure, you may perform 10 seconds of appropriate role-play to call {{call|HEAL}}, restoring 4 hits or a ruined limb (patient’s choice).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Professor Griswold Scott’s Sermons on Blood&#039;&#039;&#039;: You’ve learned how to use your own blood to staunch the wounds of others. You may call {{call|HEAL}} freely, but each time reduces your own maximum hits by two until the end of the encounter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Night-time===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranger Iggy&#039;s Totally Legit Feral Poison-Wrangling&#039;&#039;&#039;: Iggy has struck a deal with Happy Fields Creche to round up the feral Poisons appearing in the village. You spend your Monday nights helping him achieve this surprisingly bruise-inducing task; he&#039;s only too happy to let you walk away with the violent buggers. &#039;&#039;Talk to a ref at the start of an Interactive to receive your Poisons.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hildegard Scott’s Baking Club&#039;&#039;&#039;: Hildegard bakes a variety of treats, with a variety of unusual ingredients. She’ll usually let you take a batch if you help her out. &#039;&#039;Talk to a ref at the start of an Interactive to receive your [[Consumables|treats]]. Feel free to bring your own edible physreps, so long as nobody’s allergic.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solomon Scott&#039;s Mist-Calling Experiments&#039;&#039;&#039;: Solomon has spent months experimenting with the mist, in ways Tim and Thomas Jones consider the recklessness of youth and Robb Scott considers far too safe. His results are simple, but extraordinary: it&#039;s easier to manipulate the fog if you bring some with you. Once per event, you can call up a field of mist in a 5-metre radius around yourself; within that field, other [[Nebulism|nebulism]] abilities can be re-used once every 10 seconds. If you leave the field, it dissipates; you can create another by opening a jar of mist.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tuesday ==&lt;br /&gt;
&lt;br /&gt;
=== Daytime ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Delia Jones nee Scott’s Comportment Lessons&#039;&#039;&#039;: Mrs. Delia, as she insists on being called, has taught you a thing or two about manners, which you’ve learned to care about. You may call {{call|Would You Kindly}} to enforce a point of manners or etiquette once per encounter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Patrick Jones’ Gardening Club&#039;&#039;&#039;: With the emphasis on club. Working with his unique collection of alleged pruning tools has taught you a lot that you’re pretty sure he’s not meant to be teaching you. You can use large weapons and full-sized shields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wax Griffiths’ Pigment-Mixing Workshops&#039;&#039;&#039;: Wax is insistent that he’s as good at [[Rites]] as any Scott, thank you very much, and will often hand out freebies to help convince his helpers of that fact. &#039;&#039;Talk to a ref at the start of an Interactive to receive your [[Consumables|pigment(s)]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Night-time ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tim and Thomas Jones’ Nebulism Routines&#039;&#039;&#039;: The two Joneses share a love for manipulating the village’s fog, but disagree on its best usage. Once per encounter, you may call {{call|WEAKNESS}} or SPIRIT {{call|TRIPLE}} at range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hildegard Scott’s Knitting Circle&#039;&#039;&#039;: Occasionally, between baking delicious treats, Hildegard has been known to teach strange and often hazardous knitting patterns. Seeing her handle the needles has taught you a valuable lesson about sharp objects in groups; once per encounter, when landing a hit with a dagger, you can call {{call|SUPPRESS}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Wednesday ==&lt;br /&gt;
&lt;br /&gt;
=== Daytime ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mayhem Griffiths’ Meditation Sessions&#039;&#039;&#039;: A youth spent running into the mist until his Ghost could go no further has led Mayhem to a unique understanding of the self. Whenever you take a wound, take two cards and pick one to keep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gaffer Griffiths’ Arboriculture Classes&#039;&#039;&#039;: These mostly seem to consist of whacking trees with sticks until fruit falls out. Still, Gaffer insists he knows which ones are ripe enough to whack. Once per encounter, you can call {{call|TRIPLE}}, {{call|REPEL}}, or {{call|SHATTER}} with any weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oliver Jones’ Genealogy Workshops&#039;&#039;&#039;: You’d be amazed who you can find on your family tree with a little digging. They often seem amazed themselves. Still, Oliver can put you in touch with new relatives pretty reliably. &#039;&#039;Talk to a ref at the start of an Interactive to receive your relative’s entry for your family tree.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Night-time ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thomas Jones’ Theoretical Lectures on Fog&#039;&#039;&#039;: Thomas believes the village’s mists are best placed healing, defending and insulating the spirits of the villagers. In this class, he illustrates a deeper application: using the fog to hide yourself entirely. Once per encounter, you can call &amp;quot;{{call|Would You Kindly}} ignore me&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Roxander “Rocky” Scott’s Fight Club&#039;&#039;&#039;: Roxander has unusual theories about building resilience, and unsettlingly accurate training mannequins to practice on. Still, can’t argue with results. You have 2 additional maximum hits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Thursday ==&lt;br /&gt;
&lt;br /&gt;
=== Daytime ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Melancholy (Mel) Griffiths’ Open-To-All Seminars on Inheritance Law&#039;&#039;&#039;: the Office of Bequests accepts no helpers, interns, assistants or purchasers. It does grudgingly respond to litigation, though. &#039;&#039;Talk to a ref at the start of an Interactive to receive a small Bequest, with unpredictable contents.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Robb Scott’s Mist-Gathering Sessions&#039;&#039;&#039;: Unlike the Joneses, Robb believes the best way to learn to manipulate the village’s mist is by putting it in jars. They can become oddly volatile. &#039;&#039;Talk to a ref at the start of an Interactive to receive a jar of mist. They can be opened to call an omnidirectional {{call|MASS}} SPIRIT {{call|DOUBLE}}. This does hit the one who opens the jar.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Coletta Jones’ Practical Séances&#039;&#039;&#039;: Rites can be dangerous. Coletta’s rites, she demonstrates, tend not to be. When performing Rites and receiving Consequences, you are dealt two sets of Consequences and can pick one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gadgetry 101 presented by Pestle Griffiths&#039;&#039;&#039;: Or, to give it its full name, A Comprehensive Practical Class Dedicated to the Construction of Gadgets Designed to Circumvent the Limitations of Penwick&#039;s Magic and Resources, presented by Pestle Griffiths. You can build [[Gadgets|gadgets]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Night-time ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Great-Grand-Scott’s Personal Knitwear&#039;&#039;&#039;: The third cupboard from the end in the utility room nearest the South Wing is normally held shut by the Great-Grand-Scott’s will, or so the rumours have it. On Thursday Nights, with a little effort, it can be opened, and their particularly resilient jumpers extracted - though their uncanny durability seems to fade after each week. &#039;&#039;You may wear a jumper or cardigan as armour. If you do, it grants an additional maximum hit point on top of the one for wearing armour.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tim Jones’ Fog-Hardening Club&#039;&#039;&#039;: By working ice crystals into fog banks, Tim Jones has managed to coax the mists away from their tendency towards gentleness. His technique seems to have wider applications. You can call SPIRIT {{call|SHATTER}} instead of any other single target SPIRIT call, or MASS SPIRIT SHATTER instead of any other MASS SPIRIT call.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Singalong Night with the Sirens&#039;&#039;&#039;: They make sure cushions are put down for first-timers to fall over safely. Still, after a while, the music just sounds like - music, and you can usually fix it when someone else zones out. You may call Would You Kindly snap out of it on any ally, which will cause all Would You Kindly effects on them to expire. Once per encounter, you can also call Would You Kindly believe what I&#039;m about to tell you.&lt;br /&gt;
&lt;br /&gt;
== Friday ==&lt;br /&gt;
&lt;br /&gt;
No activities today - the villagers are focused on preparing for (and attending, and recovering from) the weekly meeting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Saturday ==&lt;br /&gt;
&lt;br /&gt;
No activities today - the villagers are taking the day off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sunday ==&lt;br /&gt;
&lt;br /&gt;
=== Daytime ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hug Griffiths’ Workshop on Simple Living&#039;&#039;&#039;: Sometimes, you just want to get away from it all. Hug knows the feeling. Once per encounter, you can call {{call|SUPPRESS}} on any willing target (including yourself).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Open Hours at Cecily Scott’s Special Greenhouse&#039;&#039;&#039;: Cecily appreciates all sorts of undervalued plants, even if they tend to be uprooted because of things like “general danger to health”. She can often be enticed into sharing a cutting. &#039;&#039;Talk to a ref at the start of an Interactive to receive some [[Consumables|unusual plant material]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Working Hours at the Murex Paper-Mill&#039;&#039;&#039;: The Family Murex secrete a helpful slime that breaks down driftwood into paper, and with a little work, allows that paper to become Rite-Paper. Sadly, their many talents don&#039;t extend to having arms, which are rather necessary for some of the machinery; that&#039;s where you come in. Of course, you&#039;ll walk away with some of the fruits of your labours. &#039;&#039;Talk to a ref at the start of an Interactive to receive some [[Rites|Rite-Paper]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Night-time ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brush Griffiths’ Class on Rampaging&#039;&#039;&#039;: Their approach to violence is surprisingly academic, discussing the limits of the body in detail. You may choose to deal a {{call|DOUBLE}}, instead of a {{call|SINGLE}}, with every hit for the duration of an encounter. If you do, talk to a ref afterwards to receive a wound. &#039;&#039;&#039;You don&#039;t receive an additional Wound if you go down in this encounter.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Babysitting for Coppice Griffiths&#039;&#039;&#039;: Coppice is lovely, but even he can’t watch the kids all week without a break. Still, seeing them run face-first into walls and walk away laughing teaches you a lot about resilience; you can have one additional wound without dying.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oliver Jones’ Amateur Dramatics Night&#039;&#039;&#039;: Oliver’s strong grasp of genealogy doesn’t translate well into realism, but he still knows how to hold the crowd’s attention. Once per encounter, you may call &amp;quot;{{call|Would You Kindly}} fight me dramatically&amp;quot;; this will lead even the most hardened of monsters into a slower, more theatrical conflict.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dennis Scott&#039;s Legitimate Businesspeople&#039;s Social Club&#039;&#039;&#039;: Or, to give him his full name, Despair-Not-As-The-Mists-Close-In Scott. The social club runs at three separate locations, meaning members get a &amp;quot;delightful sense of variety&amp;quot; - and an excellent alibi. Each Interactive, someone will be given [[The_Goods|The Goods]]. The more people who are after The Goods, the more valuable they become. Once per encounter, you may sneak off to the ref area to collect one Consequence, which you can then hand out covertly in pursuit of The Goods.&lt;/div&gt;</summary>
		<author><name>Felix</name></author>
	</entry>
	<entry>
		<id>https://uh.camlarp.co.uk/w/index.php?title=The_Goods&amp;diff=303</id>
		<title>The Goods</title>
		<link rel="alternate" type="text/html" href="https://uh.camlarp.co.uk/w/index.php?title=The_Goods&amp;diff=303"/>
		<updated>2024-01-24T22:00:44Z</updated>

		<summary type="html">&lt;p&gt;Felix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:THE GOODS.png]]&lt;br /&gt;
&lt;br /&gt;
The Goods are - illicit, but nobody can be sure exactly &#039;&#039;what&#039;&#039; they are. Still, they&#039;re valuable; some say the true spirit of theft manifests itself as The Goods, while others believe they&#039;re just tightly-wrapped contraband.&lt;br /&gt;
&lt;br /&gt;
The more people attending [[Schedule#Night-time_5|Dennis Scott&#039;s Legitimate Businesspeople&#039;s Social Club]], the more valuable The Goods will be.&lt;br /&gt;
&lt;br /&gt;
Typical chains of custody for The Goods may be as follows:&lt;br /&gt;
&lt;br /&gt;
Person A receives The Goods with their income. They choose as their excuse that they found it while at the gardening club.&lt;br /&gt;
&lt;br /&gt;
Person B writes a letter to Patrick Jones, asking if Person A even attended the Gardening Club; the answer comes back as no, so person B quietly gets The Goods from person A. Person B chooses as their excuse that they&#039;re holding onto The Goods for their aunt.&lt;br /&gt;
&lt;br /&gt;
Person C finds this out while (subtly) asking after The Goods, and decides that it&#039;s difficult to know &#039;&#039;which&#039;&#039; aunt, so they might as well get around the whole issue. They sneak off to get Consequences, and as subtly as they can, give Person B Oversensitive; now that Person B can no longer disagree without being hurt, they hand over The Goods. However, Oversensitive isn&#039;t subtle - people are likely to notice, which means they&#039;ll know Person B &#039;&#039;had&#039;&#039; The Goods, and they might then close in on Person C...&lt;/div&gt;</summary>
		<author><name>Felix</name></author>
	</entry>
	<entry>
		<id>https://uh.camlarp.co.uk/w/index.php?title=Recent_History&amp;diff=302</id>
		<title>Recent History</title>
		<link rel="alternate" type="text/html" href="https://uh.camlarp.co.uk/w/index.php?title=Recent_History&amp;diff=302"/>
		<updated>2024-01-23T22:05:55Z</updated>

		<summary type="html">&lt;p&gt;Felix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Before the Game =&lt;br /&gt;
The river has abruptly run low on fish, and Penwick Gorge is running out of food. The seniors have decided that an expedition will be sent over the bridge. A meeting of the candidates to go has been called the evening before the expedition to prepare.&lt;br /&gt;
&lt;br /&gt;
= Week 1 =&lt;br /&gt;
The first expedition returns across the bridge with food, and reports a strange world of living toys. Faced with the choice of taking the Heart of Toyland and bring death to the place, they chose to leave it in place and depart.&lt;br /&gt;
&lt;br /&gt;
= Week 3 =&lt;br /&gt;
The second expedition returns across the bridge. Again, they bring food, and also a confusing tale of an Agency full of schemes and intrigue, ruled by a shadowy Director.&lt;br /&gt;
&lt;br /&gt;
= Week 5 =&lt;br /&gt;
After reports of missing villagers dragged in to the fog, a party venture across the bridge to get them back from an obvious trap. After reputedly succeeding, they brought back across the bridge an Anchor. Interestingly, the village now seems to have undergone major physical changes, now having a small dock and a bay?&lt;br /&gt;
&lt;br /&gt;
As well as the physical signs of what once was Grimmsby, several of its residents are here: the Sirens, led by Areefa; Selkie Grim, descendent of the founder of Grimmsby; the Family Murex; and a veteran soldier.&lt;br /&gt;
&lt;br /&gt;
Iggy also struck a deal with Happy Fields, and is now responsible for rounding up feral Poisons.&lt;br /&gt;
&lt;br /&gt;
= Week 6 =&lt;br /&gt;
&lt;br /&gt;
Despite no expeditions across the bridge, there were several developments. The Sirens have joined the Scott family, and Benth, a veteran soldier, has joined the Joneses. A sandcastle has been built on the beach, though it&#039;s hard to look at straight on, and rumours swirl about what&#039;s inside...&lt;br /&gt;
&lt;br /&gt;
In other news, [[Grim Voyaging|boat voyages]] have begun across the bay to explore what can be found nearby.&lt;br /&gt;
&lt;br /&gt;
= Week 7 =&lt;br /&gt;
&lt;br /&gt;
Plentiful developments this week! First, the S.S. Rickety Capsize was transformed into the HQB Imagination, a vessel reminiscent of a toy boat (but that still worked fine for a Voyage). Then, for the first time, the villagers were directly invited to a Tournament, and won it outright - though there have been several concerning signs in the immediate aftermath of their return.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Term 2 =&lt;br /&gt;
&lt;br /&gt;
= Week 1 =&lt;br /&gt;
&lt;br /&gt;
An eventful week, as new plants took root: a low, amphibious hedge, circling the village and sending up bursts of light when crossed; and a set of rose-vines along the sides of the Bridge. As well as this, three new Activities have joined the Schedule, and the brand-new magic of [[Gadgets|Gadgets]] has arrived in the village!&lt;br /&gt;
&lt;br /&gt;
But that wasn&#039;t the end of it - the village has also received its newest addition: a squat, boxy building on the Westernmost hilltop of the village.&lt;/div&gt;</summary>
		<author><name>Felix</name></author>
	</entry>
	<entry>
		<id>https://uh.camlarp.co.uk/w/index.php?title=Recent_History&amp;diff=301</id>
		<title>Recent History</title>
		<link rel="alternate" type="text/html" href="https://uh.camlarp.co.uk/w/index.php?title=Recent_History&amp;diff=301"/>
		<updated>2024-01-23T22:05:40Z</updated>

		<summary type="html">&lt;p&gt;Felix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Before the Game =&lt;br /&gt;
The river has abruptly run low on fish, and Penwick Gorge is running out of food. The seniors have decided that an expedition will be sent over the bridge. A meeting of the candidates to go has been called the evening before the expedition to prepare.&lt;br /&gt;
&lt;br /&gt;
= Week 1 =&lt;br /&gt;
The first expedition returns across the bridge with food, and reports a strange world of living toys. Faced with the choice of taking the Heart of Toyland and bring death to the place, they chose to leave it in place and depart.&lt;br /&gt;
&lt;br /&gt;
= Week 3 =&lt;br /&gt;
The second expedition returns across the bridge. Again, they bring food, and also a confusing tale of an Agency full of schemes and intrigue, ruled by a shadowy Director.&lt;br /&gt;
&lt;br /&gt;
= Week 5 =&lt;br /&gt;
After reports of missing villagers dragged in to the fog, a party venture across the bridge to get them back from an obvious trap. After reputedly succeeding, they brought back across the bridge an Anchor. Interestingly, the village now seems to have undergone major physical changes, now having a small dock and a bay?&lt;br /&gt;
&lt;br /&gt;
As well as the physical signs of what once was Grimmsby, several of its residents are here: the Sirens, led by Areefa; Selkie Grim, descendent of the founder of Grimmsby; the Family Murex; and a veteran soldier.&lt;br /&gt;
&lt;br /&gt;
Iggy also struck a deal with Happy Fields, and is now responsible for rounding up feral Poisons.&lt;br /&gt;
&lt;br /&gt;
= Week 6 =&lt;br /&gt;
&lt;br /&gt;
Despite no expeditions across the bridge, there were several developments. The Sirens have joined the Scott family, and Benth, a veteran soldier, has joined the Joneses. A sandcastle has been built on the beach, though it&#039;s hard to look at straight on, and rumours swirl about what&#039;s inside...&lt;br /&gt;
&lt;br /&gt;
In other news, [[Grim Voyaging|boat voyages]] have begun across the bay to explore what can be found nearby.&lt;br /&gt;
&lt;br /&gt;
= Week 7 =&lt;br /&gt;
&lt;br /&gt;
Plentiful developments this week! First, the S.S. Rickety Capsize was transformed into the HQB Imagination, a vessel reminiscent of a toy boat (but that still worked fine for a Voyage). Then, for the first time, the villagers were directly invited to a Tournament, and won it outright - though there have been several concerning signs in the immediate aftermath of their return.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Term 2 ==&lt;br /&gt;
&lt;br /&gt;
= Week 1 =&lt;br /&gt;
&lt;br /&gt;
An eventful week, as new plants took root: a low, amphibious hedge, circling the village and sending up bursts of light when crossed; and a set of rose-vines along the sides of the Bridge. As well as this, three new Activities have joined the Schedule, and the brand-new magic of [[Gadgets|Gadgets]] has arrived in the village!&lt;br /&gt;
&lt;br /&gt;
But that wasn&#039;t the end of it - the village has also received its newest addition: a squat, boxy building on the Westernmost hilltop of the village.&lt;/div&gt;</summary>
		<author><name>Felix</name></author>
	</entry>
	<entry>
		<id>https://uh.camlarp.co.uk/w/index.php?title=Map&amp;diff=300</id>
		<title>Map</title>
		<link rel="alternate" type="text/html" href="https://uh.camlarp.co.uk/w/index.php?title=Map&amp;diff=300"/>
		<updated>2024-01-23T22:03:38Z</updated>

		<summary type="html">&lt;p&gt;Felix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below is a sketch map of the current state of the village:&lt;br /&gt;
&lt;br /&gt;
[[File:Penwick gorge map 2.png]]&lt;br /&gt;
&lt;br /&gt;
And here is a more artistic rendering (though the locations of buildings should not be taken as gospel, and the factory has been added after the fact):&lt;br /&gt;
&lt;br /&gt;
[[File:Penwick2.jpg]]&lt;/div&gt;</summary>
		<author><name>Felix</name></author>
	</entry>
</feed>