Eilan Nam Ailur is an island about thirty miles in width situated amidst a silver lake. The lake and island are shielded by Sehanine's mists and illusions, and this location is the most magical and mysterious of the three elven islands of Eldreth.
The full story of the summoning of the Isle to Eldreth is told in Quest of Falling Stars, and relates the trials of the companions who ultimately drew the power of Arborea into the mortal realm.
Ultimately, four heroes gave their lives to draw the island to the mortal plane. Lanalier of the Vigilar sacrificed herself to draw the magical island called Aleadryn Tel-Quessir from Arborea to Eldreth so that it could become one with Eilan Nam Ailur.
Each of the other three laid down their lives to draw a token of power into the mortal realm to guard and protect the island: Fjellvind the voadkyn druid called forth the Wand of Othea, Faevryn the firre smith called forth the Crown of the Eladrin, and Lady Theldaria the seelie sorceress called forth the Grey Sword of Titania. Each of these artifacts bestows both a price and a blessing upon the Isle, which are detailed elsewhere.
Finally, the Seldarine sent two spirit guides to help teach and defend the elves of Eilan Nam Ailur. This moon elven brother and sister, a warrior-mage and a warrior-priestess of Toril who died defending Myth Drannor, are linked to the island, and frequently offer Shialyn and her surviving sisters guidance through dreams and during moments of meditation.
Although the Silver Isle is not heavily populated, Shialyn and her sisters have begun to guide those elves who seek to learn the high arts of magic and civilization to the Isle, and the bravest of the Tel-Quessir have already made the pilgrimage.
Deep within Solonor's Forest where even the sylvan elves rarely tread, shielded by magic and watched by friends of the trees, there is a glade where trees grow to such height and girth that they dwarf the tiny figures of elves passing below. Their branches stretch so high and thick that they almost blot out the sun, permitting only a dim twilight to filter down through their canopy. Only when a tree perishes does sunlight reach the forest floor, and then greenery sprouts up almost overnight in the rush to fill the forest giant's place.
The sylvan elves believe this place sacred, and it is guarded by druids, dryads, and other forest creatures, as well as the Old Ones themselves. The Old Ones are vast and ancient trees of great wisdom which sometimes choose to give guidance to elven seekers of wisdom.
The oldest tree, Mossbeard, recently died in order to release the seed of the Tree of Life he had been guarding for many centuries. It is rumored that Kanilith, who guided the Kel-Quessir (the sylvan elves of Eldreth) into Solonor's Forest, transformed himself into a tree and may still live within the Glade.
Once every year, during Midsummer, the leaders of the elven lodges gather to hold conference, speak with the spirits of their ancestors, and hear the wisdom of the totem spirits. The Ardu-Quessir gather from across the Kedech Ardu, the High Plains, bearing gifts and sacrifices to the gods and spirits, for the three day festival.
Near their meeting place, guarded by the spirits of the first elves to venture onto the Kedech Ardu, lies a great unmarked stone archway, weathered by wind and rain. The arch bears no runes or ancient carvings, yet its power is real and palpable.
Elves who pass through enter a hidden realm in the Fey Lands where they encounter strange and mystical tests. Those who survive are forever changed, and are known among the high elves as the Andanu-Quessir, the Chosen People.
From the stories and tales, the tests beyond the Stone of Elders are different for everyone who passes through. Many elves believe that the tests are laid by the Seldarine, and that some of the Andanu-Quessir have met the gods themselves. It is rumored that the spirit of Sendinar, who taught the Ardu-Quessir to tame horses and hunt the shagback, still stands guard over the portal.
Though not as well shielded as Eilan Nam Ailur (which is protected by the goddess of illusions and prophecy), Eilan Nalil can be a difficult place to reach. Magical teleportation frequently goes awry, and travel by ship often fails to reach the shores of the barren island. The reason behind this is simple: Although Eilan Nalil does not have as strong a link to Arvandor as Eilan Nam Ailur, it partly exists in the Fey Lands, and therefore is very difficult to reach indeed.
Once there, travelers discover the place largely uninhabited, save for a single conclave of mystics and elders who spend much of their time pursuing the mysteries of the Seldarine and preparing themselves for their journey to Arvandor. The island is rocky and rough, and dotted with ancient carvings and many statues and strange images of stone that even the residents of the island claim not to understand.
Some say the Seldarine crafted them, or that they are the bodies of ancient seers who have passed on, or even that they are spirits of wisdom which have taken residence in the stone itself.
Eilan Nalil is dedicated to the elven god of time and longevity, and its mystics and seers are believed to have the ability to see into the paths of the future and past.
The island of summer actually boasts a significant population of elves, many of which are more civilized than their continental neighbors. A community of sea elves is also known to live in the coral reefs offshore, mostly in Kyle Cuimraithe. The island of summer itself is lightly wooded, lacking the towering and ancient forests on the mainland, and its woods are tamer - almost like orchards. Its seasons are mild, and the people live a simple and happy existence. While they appear to have more culture and greater access to knowledge than their barbaric relatives on the continent, they nonetheless try not to involve themselves very much in continental affairs. They are ruled by a prince who holds court in a city called the City of Summer Stars, famous for the Palace of Glass Spires, which lives up to its name.
Eilan Samradh is not as magical as Eilan Nam Ailur, nor as mysterious as Eilan Nalil. In fact, few places on Eilan Samradh lead to other realms or planes... For the most part, the island serves as a repository for the elves' knowledge and wisdom. Most elves who journey on to Arborea venture here to prepare themselves to enter Arvandor. The elves of Eilan Samradh perceive their greater purpose to be serving as a bridge between the barbaric culture of Eldreth and what they consider the refined culture of the elves of Arvandor. The elves of Eilan Smaradh do not meddle on the continent because they fear that involving themselves directly in Landreth's affairs might invite retaliation, which could prove devastating since Eilan Samradh lacks much in the way of defenses. Instead, its inhabitants rely upon their own skills and abilities to protect themselves from harm.
Though not a place of power as such, the Druid's Grove remains one of the strongest bastions against the Blacklands. Situated almost on the border with the devastated territory, it is sustained by powerful nature magics created by the conclave of voadkyn and faerie druids who dwell there. The Grove is guarded by treants and other magical forest creatures. The eldest of the druids, Fjellvind, accompanied the four sisters to Eilan Nam Ailur, and laid down his life to draw the Wand of Othea into the mortal world.
Though there are many ordnings and communities in the Giant Lands, and even some moderately sized "cities," there are few places which are spoken of as reverently as Vindenskyesse, the Forge of Wind and Clouds.
Vindenskyesse is a community of just over a hundred aged storm giants, who gather here to await the calling of Annam and Stronmaus. It is a place of visions, where young storm giants must quest to find their Angrebyrd, their birth calling. The storm giants who dwell here sometimes forget their physical bodies, and waste away slowly. Only their immense toughness, and the frequent gifts of food and clothing brought by their kinsmen, allow them to survive. Their thoughts too frequently dwell on things that mortals cannot appreciate, or even understand.
Though Vindenskyesse is warded by many runes and much powerful magic, the place does not actually appear impressive. Rather, it is mostly a series of natural caves atop a cloud covered cliff in the southern potion of Beyn Durun, the Storm Mountains. The giants who dwell here tend not to be very receptive to men, elves, faeries, and others (though they have been known to treat dwarves more kindly, because of the heroism of an ancient dwarven thane who performed a great service on behalf of the giant races). No one knows the true purpose of the giants of Vindenskyesse, but legends do claim that it is the first place where Annam set his foot upon the Planet of Eldreth, and guided his children to this new world. There is an ancient set of markings in the stone on the mountain's peak which legends claim are the very footsteps of Annam himself. Young storm giants seeking their birth calling must walk these footsteps to gain the vision they seek.
The Storm Mountains stretch along the western edge of Landreth, from the border with the Southern empire all the way to the northernmost tip of the continent. These mountains are 'young' as time is measured by mountain ranges. Their sharp crags and treacherous cliffs do not seem to be worn down much by the ravages of time, and their steep slopes prevents much vegetation from growing on the mountain chain.
The climate varies significantly from the south to the north, and in addition to this variation in latitude, the Beyn Durun demonstrate an enormous variation in climate and conditions even throughout its areas. Particularly in the Giant Lands, conditions range from volcanic lava floes to frozen glaciers, and from storm wracked peaks to thickly wooded valleys over an area of several square miles. They fey which live in the Storm Mountains thus tend to be more diverse than elsewhere, and also more fragmented. Indeed, the Beyn Durun is a realm of loners and independent minded folk, both in the mortal realm and the Fey Realm. Many magical sites of power are hidden in its domain, and their inhabitants jealously guard them.
Since the coming of the Dark God, nearly half of the Beyn Durun has been overrun by the Blacklands. Even so, the magic of the Storm Mountains runs so deep beneath the surface of Landreth that much of it remains uncorrupted. The fey of the earth work tirelessly to strengthen the stone against the encroachment of evil, and their mountains remain strong and enduring. Nonetheless, it is ultimately a losing battle unless the Blacklands are pushed back. Already, some of the places of power within the Beyn Durun have fallen, and these corrupt locations have become bastions of strength for the Dark God. From these corrupted strongholds, iron-handed champions of evil rule the surrounding territories, the most powerful of them even rivaling the evils that have arisen within the vast and loathesome swamps surrounding the River of Reeds.
Unlike the Beyn Durun, the Blue Mountains are old, and their slopes are weathered by time, wind, and rain. Even the highest peaks do not compare to the mountains of the Beyn Durun, and the entire range is heavily forested. Moreover, the trees which cover the lower slopes of the Blue Mountains are largely deciduous, and therefore shed leaves and bud in more obvious keeping with the seasons.
While the magic of the Blue Mountains is perhaps less primal than that of the Storm Mountains, their power is also more sublime and subtle, and surely more balanced. The cycles of nature are felt very deeply here, where the fey find freedom from the presence of humanity. In the last five hundred years or so, Northmen had been moving into the region in increasing numbers, establishing their thanes and jarls as rulers and bringing with them their alien gods. They also brought much war, though they rarely attacked the fey directly. Since the coming of Entropy, the Northmen found their settlements under attack, and unable to flee and hide as the fey might do, they tried to fend off the enemy creatures. Ultimately, they failed, and found themselves driven from their lands. They merged into the great mass of refugees from more northern areas who eventually marched on Aelfir itself during the war against the Army of the Blacklands, and ultimately allied with the Seelie fey to fight the successful, but costly, battle against the Unseelie and their humanoid allies in the Fey Realm near Blue Snows.
Somewhat less magnificent than the Storm Mountains, but nonetheless rugged and stark, these mountains have made the perfect home for the dwarven immigrants to Eldreth. Although the dwarves have had their usual trouble with humanoids, the lack of an underdark in Landreth has proven no small boon for this dour hearted race, and the dwarves of Eldreth typically have larger families than dwarves of most other worlds. In fact, the Iron Shield clan which originally came to Eldreth split into several clans over the years, and expanded their domain to the very fringes of the Iron Shield Mountains and beyond. Their need for room to expand brought them into frequent conflict with the Elves of Night and Shadow and the Northmen. Much of the population pressure has let up following the exodus of several thousand dwarves to the southern regions of the Iron Shield Mountains which had previously been claimed by Aelfir. In the long term, the growing numbers of dwarves may be stemmed by the prolific number of Blackspawn and other abominations generated by the Blacklands.
Although some rock gnomes call these mountains home, it is the dwarves who are the real power here. The Iron Shield and other clans have dug deep within the stone of these mountains, which have yielded forth wealth in abundance. Compared to the dwarves of other worlds, who have been mining the same mines for thousands of years, the diggings of the Iron Shield clan are relatively shallow. Perhaps because of this, the Iron Shield Mountains have not yielded mithril in the copious quantities that Mithril Hall or the Firecaverns have, and adamantine armor and weaponry is thus much rarer than in the Realms. However, the dwarves of Eldreth have learned much of rune magic during their time on Eldreth, both from the Northmen and the giants, and have begun to craft magical weapons and armor to fight the minions of the Dark God which penetrate their realm. They have also begun to sell these weapons to adventurers in Blue Snows and elsewhere, bringing much wealth and prosperity to the clans.
The dwarven clans of Eldreth number seven, with the Iron Shield clan the oldest and most prestigious. The elders and king of the Iron Shield Clan dwell in a hidden delving deep within the mountain kingdom, which is protected from detection by the power of Moradin and Dumathoin. The youngest clan is the Stone Shield Dwarves, many of whom now dwell in the southern regions of the Iron Shield Mountains (where the mountains are less steep and the mines less rich) in exchange for the allegiance they swore to Kerlain. It was a contingent of Stone Shield Dwarves, led by the wise and cunning Sundur Tirogson, which designed the defenses of Caer Trildane and took up residence there.
Finally, Riff of Clan Steelbiter, a hero of the Battle of Blue Snows and one of the dwarves who responded to the Vortex of Good, dwells with the younger dwarves in the southern regions of the Iron Shield Mountains. Though he is not among the elders of his clan, he is respected by the headstrong warriors of Clan Steelbiter who helped lead the migration to the south.
The King's Mountains are almost entirely encompassed by Aelfir, and are not really mountains as much as high hills. The fey hold deep sway here, and the casual traveler should be warned of the dozens of shrouded glens, mist filled valleys, and hills of haunting beauty that fill this region. It is not uncommon for men to disappear for years at a time, and return a decade later hardly remembering anything of their absence. Wise folk who are native to the region stay well away from the mysterious lakes and valleys which tend to lure mortals into the Fey Realm, and stay very close to the roads. Even so, they are wary of traveling at night, for not all the fey are playful... Malicious and evil Unseelie remain hidden in quiet pockets of the King's Mountains.
So far from the border of the Blacklands, the King's Mountains do not feel the hard bitterness of the Dark God, save when they must supply a levy to fight in the King's wars. However, the people of Damar and Grian Cath are more than willing to follow their King, so long as he proves capable of defending them and does not demand too much. Over the years, the King's Mountains has yielded some of the most skilled and courageous warriors in the entire kingdom, and it is commonly known that many people in the region have trickles of Northman blood running through their veins.
Lastly, most of Aelfir's population of rock gnomes dwells within the northernmost regions of the King's Mountains, from the southern edges of Odin's lands down to the northern borders of Grian Cath and Damar. While a few rock gnomes had always lived here, Kerlain made available large areas of steep hills, filled with ravines and caves, for the gnomes to build communities in. The gnomish leaders here maintain strong contact with the gnomes of the Iron Shield Mountains and the gnomes which live in hiding deep within the Beyn Durun and Giant Lands, and they also are on good terms with the faerie gnomes and stone brownies that populate much of Landreth. In general, everyone tends to like the gnomes, and so far they haven't gotten too underfoot of the humans nearby.
The largest inland lake in Landreth, Titania's Lake is nearly two hundred miles in diameter. For the most part it is placid and pleasant. Even in the winter, it almost never freezes over except for a few weeks near Winter Solstice. During these times, villagers are likely to venture upon the ice to hold great celebrations to welcome the coming spring.
The shores of Titania's Lake are highly magical, and contain many pathways to the Fey Realm and back. Indeed, the water itself sometimes serves as a portal to the other side, leading into strange kingdoms of beautiful coral where nereids laugh and play. Unlike the King's Mountains and other realms, the influence of the Unseelie is weak here, for Titania claims a special fondness for her lake and protects it. Striking a fey here invariably brings bad luck, and those villagers who dwell nearby have learned a healthy respect for the creatures of the wilderness.
The oldest legends of the lake claim that it was here where Oberon, at Titania's bidding, slew the only dragon ever to dare to enter Eldreth. The battle took many long days, and the dragon fought so fiercely that their conflict raised a great cloud of dust that obscured everything within hundred's of miles. All the hills in the regions were laid bare and flattened, but finally Oberan vanquished the beast, for he was strengthened by Titania's enchantments. Yet upon looking at this devastation, Titania was grieved, and thus she conjured the spirits of the rain and winds to fill in the great bowl of dust with water, and she summoned fey from the sea to come and live in the underwater realm so that they might make it as beautiful as the surface world.
The longest river in Landreth, the River of the Raven has more than a few myths and spirits associated with it. Legends claim that its waters spring forth from a well high in the Blue Mountains, and yet no soul has ever managed to find the river's headwaters. The oldest of legends speak of the tears of a beautiful maiden, whom Raven fell in love with for her wisdom and beauty. So enamored was Raven with her that he neglected his duties to teach to mankind the arts of civilization and the wisdom that was man's heritage, and so Titania transformed the maiden into a river with many crooked bends and devious turns. Men began to curse the river for its cruelty, and hearing these disparaging comments Raven grieved for his lover whom he had doomed with his attentions. Desiring that men should come to respect and love the river, Raven taught them wisdom and cunning, so they might learn to guide their rafts without suffering tragedy. The spirit of Raven, the most crafty and wise of the animal totems, still guards the river after many centuries and flies up and down its length, imparting wisdom to mankind so that men might learn to navigate the River of Fate.
Legends aside, the River of the Raven is the most important trade route in Aelfir, passing by two ducal cities and Caer Tafearlane itself. While navigable, the river is treacherous and unpredictable, and only the most skillful of bargemen can safely pilot craft up and down its length. These bargemen are collectively known as the Children of Raven, and may be of any race. Finally, legends claim that from time to time, those passing along the river will accidentally wander into unknown tributaries which lead to strange places, perhaps a part of the Fey Realm, or even to conduits that lead to the outer planes. Those who make their living by the river have a tradition of setting their dead in small boats upon its shores, and letting the river carry them away. The bodies of the dead generally vanish before they reach the next village.
Sometime after the Seldarine first guided the elves to Eldreth, many turned from the gods of Arborea, finding them too cold and distant, and instead sought out the Vanir. Though these elves did not dwell beneath the surface or have black skin like the drow, they did become very reclusive and secretive. Most of those who chose to follow the Vanir lived in the northern regions, dwelling between the Winged River and the Frozenflow River far to the east. As the Sea of Chaos grew, many of the Elves of Night and Shadow found themselves pushed to the west. They were few, unlike the Norsemen, and many passed freely between the Fey Realm and the Mortal Realm, and so did not pose as great a burden upon the Kingdom of Aelfir. The greatest concentration of the Vanir worshipping elves, who call themselves "alfar," rather than elves, now dwell in the area around the Old Crone River basin, in both the mortal and fey realms. They are fiercely independent, and have always refused to offer allegiance to Aelfir. However, they have also proven staunch foes of the Dark God's minions, and are now an important force in the struggle to stop the advance of the Blacklands, and perhaps even push the dark realm back.
The Elves of Night and Shadow have few mages, but are as skilled in runecraft as are the giants and dwarves. They are also masters of smithcraft and gemcraft, and sometimes cooperate with the fey of the earth in creating works of great magic. Their faith tends to lean towards nature worship, combining druidic beliefs with the tenets of the Vanir. Their love of smithcraft and gems has brought them into conflict with the dwarves over certain mineral lodes on the northern fringes of the Iron Shield Mountains. The Elves of Night and Shadow have been losing these skirmishes, since they must devote most of their effort to holding back the Blacklands. If their situation becomes completely untenable, they may choose to retreat back to the Winged River and let the Blacklands push further southwest until the dwarves must deal with the Dark God's minions. Some of the dwarven thanes have recognized this, but the dwarves have chosen to take that risk. However, the recent opening of lands further to the south in exchange for the allegiance of these lands to the King of Aelfir has given the dwarves room to expand away from alfar lands, and thus released much of the tension that had been building between alfar and dwarves, but much bad blood remains between the dwarven lords and the Elves of Night and Shadow.
The lands around the Old Crone River are among the strangest and most confusing in all of Landreth, for the river is said to be jealous of her secrets and to guard them well. The river is quite old, and much of it flows through an ancient canyon. Frequent icepacks flowing down its length have proven treacherous to small and large boats alike. During four months of the year, it is frozen and entirely impassable save by sled and ski. Worst of all, terrible storms are known to blow through the tundra and taiga this far north, and the river's canyon acts as a wind tunnel, dropping temperatures far below freezing. Other dangers such as rock slides and predators abound, and the plethora of caves and hidden shelters has attracted a fair number of Blackspawn and Darkenbeasts to take up residence nearby. However, legends claim that the river has cut so deep into the surrounding land that it has opened up otherwise unreachable veins of valuable metal and deposits of gemstone. Some even claim to have found veins of mithril, but they have never been able to retrace their steps.
This portion of Landreth, situated just south of Titania's Lake and between the Kedech Ardu and Aelfir itself, was granted to the families of the firbolg and voadkyn who helped fight in the Battle of Blue Snows. The giantkyn are lords here, at least in the mortal realm. While the voadkyn prefer to live in small, isolated communities, the firbolg gather in larger villages and meet in a yearly council to appoint lords and make laws. The giantkyn each consume large quantities of food, and thus claim large areas of land for farming and grazing. Nonetheless, the giantkyn are not all that numerous, and most of the land remains pristine wilderness, save for a handful of isolated human settlements and fiefdoms which nominally pay homage to Aelfir but in practice do whatever they desire (though Kerlain would surely change this if he could).
The Knights of the Sword Coast know two of the most prominent leaders of the giant races from the Battle of Blue Snows and the Vortex of Good. Mazin-Krigga of the firbolg and Oskrig of the voadkyn still remain on good terms with the heroes, though they do not by themselves speak for their peoples.
Little is known of the Giant Lands, which stretch from the edge of the Blacklands to the official border of the Southern Empire and somewhat beyond. The Beyn Durun which stretch the length of their realm are wild mountains, with incredible variation from one locale to another. Fire giants live atop still warm lava fields, and frost giants hunt vast glaciers only miles away. In valleys, bands of hill giants herd oversized goats for food, occasionally snacking on a wild deer, or an unfortunate gnome or human who happens through. For the most part, only the major races of giants are found in significant numbers in the Giant Lands, though fog giants and mountain giants are nearly as common as their better known fellows. A few reef giants are also said to live along the eastern shore, but none could say how many or where. While some jungle giants may live in the Jungle of Mukiru in the deep south, none have ventured this far north.
If there is any government in the giant lands, no one knows what it is. The giants themselves frequently fight, though by tradition they do not kill each other often for fear of angering Othea and Annam, who love all their children equally. Finally, some giant-kyn do live here, especially voadkyn, ogres, ettins, firbolg, and veerbeeg, though large segments of the good giantkyn races have trekked far to the west to the newly opened lands west of Aelfir. This has left the evil giantkyn more dominant, and the area has become less friendly as a result.
Some of the giant communities do carry on trade with brave and foolhardy human merchants, but there is no guarantee that some other tribe will not ambush a caravan full of trade goods. And occasionally, even a well known tribe or village may turn on a hapless human. Even so, the magics, furs, and weapons which the giants possess fetch a goodly price in the markets of Aelfir and the Southern Empire. Although merchants from the Southern Empire tend to resent competing with the humans of Aelfir and the dwarves, the high mortality rates of trading in the Giant Lands have prevented the skillful southern merchants from dominating the business.
Though vast, this area is not heavily populated. Most of it consists of tundra and taiga, and is covered in deep snows for half of the year. Though some Aelfir natives live here as hunters and trappers, Kerlain ceded the land to the remaining hundred and fifty thousand or so Northmen who survived their displacement from their homelands, the battle with the Unseelie and humanoid army in the Fey Realm near Blue Snows, and the harsh trek westward.
The Northmen remain a fragmented group, with most of their people divided into clans who are ruled by jarls and thanes. Before the coming of Entropy, they had begun to abandon their intermittent warring with Aelfir and had even started to intermarry with the nobility and commoners of Aelfir. However, after they were displaced by the Blacklands, they became homeless wanderers resentful of their fate, and began to look at Aelfir's rich lands with their raiders' eyes of old. Due to the privation they faced, they began raiding Aelfir's settlements for food. Only King Kerlain's decision to accept the Northmen as equals, grant them lands, and take their fealty directly, rather than forcing them to swear to his Dukes, prevented the Northmen from attacking Aelfir in an attempt to take by force the lands they needed. The disaster of the flight before the Sea of Chaos and the Blacklands has taken a toll upon the Northmen - many young children and elderly folk did not survive. The battle with the Unseelie further whittled away at their numbers, and now only the hardiest and luckiest survive. These days the Northmen have few permanent structures, save communal lodges, and everyone is prepared to pick up and move at a moment's notice.
The Northmens' primary settlements consist of a few towns along
the banks
of the Winged River and the coast of the Sea of Stars, where they
subsist on
hunting, fishing, and a limited amount of agriculture. Northmen
longships are also
known to carry cargo vast distances over open sea, and more than a few
have served
as mercenaries in the navies further south. The area they were gifted
with is still
very wild, and fraught with beasts and other dangers. Moreover, the
fey and sylvan
folk are very
numerous, especially rock gnomes, tree folk, and ice faeries. Though
most of them
are benevolent or uncaring, there are a significant number of Unseelie
who leech the
warmth out of careless Northmen that venture away from their fire at
night.