The Silver Mist Hills

North of Harrowfell’s vigilant towers, where the ordered discipline of frontier knights gives way to an untamed horizon, the land loosens its allegiance.
  No banners remain long unchallenged here, and no crown holds sway for more than a season of ambition. The wind itself seems resistant to sovereignty, as it moves through heather and pine with the indifference of something older than rule.
  The Hills stretch wide and varied, serving as a convergence of river and ridge. From the north and west rise stern gray mountains beyond which lie Narvik’s mercantile valleys and Daggenfell’s stone fastness. To the southeast, the land softens into wetlands and low moor, where reeds sway and pale light reflects off still water like watchful eyes. The center is forest: redwood and pine so ancient that their roots drink from soil layered with forgotten centuries.
  And buried deep within those forests, shrouded in loam and briar, lie the bones of the Rose.
  The Rose City, once the capital of all Kresla, stands now as a caution whispered rather than proclaimed. Pink marble walls rise through fog like memory refusing burial. Shattered gates gape wide, still awaiting a conqueror who never came to claim. Travelers who stray too near speak of oppressive air, shadowed streets too intact for comfort, and statues whose names time has devoured.
 

A Land Unclaimed

In the centuries since the cataclysm, the Hills have resisted formal incorporation into any surrounding kingdom. Balonnor has attempted influence. Harrowfell patrols southern approaches. Narvikan caravans cut trade routes along rivers. Daggenfell miners test its stone.
  Yet the Hills remain a frontier.
  Large towns have taken root where river and road intersect, while smaller settlements dot valleys and clearings, clinging to arable land and timber. Shepherds drive flocks across mist-laden slopes where half-buried statues stand like forgotten sentinels. Hunters range beneath redwood canopies where light falls in cathedral shafts and silence thickens unnaturally at dusk.
  Magic is scarce; where it manifests, it is treated with caution rather than awe. The Age of Wonders left ruins enough to remind what unrestrained power costs. Those delving too greedily into ancient stone are spoken of as brave or doomed.
  The Hills are not lawless. They rely upon themselves for protection and a unifying distrust of outside dominion.
 

Blackthorn Dale

Among the Silver Mist settlements, Blackthorn Dale stands brightest, not in size alone, but in reputation.
  It rests on gentle western slopes where converging roads meet at the Blade’s Eye crossroads. Berry fields sweep in rolling waves of thorned vine and dark fruit. Morning mist clings in silver veils before surrendering to pale afternoon light. Air is cool and fragrant with crushed berry and damp soil.
  Blackthorn Dale is wine, trade, conversation carried between generations.
 

The Heart of Commerce

Nearly fifteen thousand souls call the wider Dale region home, though only a fraction dwell in the clustered timber and stone of the town proper. Farms and hamlets scatter outward in a cultivated ring. Caravans arrive along nexus routes bearing silver tools from mountain passes, timber from Wilddrift forests, liquor from Blackroot Vale, and crafted goods from distant cities.
  In return, Blackthorn sends its pride, blackthorn berry wine and mead, fermented and distilled through methods guarded as family honor. The flavor is sharp and sweet in equal measure, with a lingering warmth that earns demand far beyond the Hills.
  Markets fill the central square with smiths, jewelers, tailors, millers, and healers. Gossip flows as freely as coin. Generational rivalries are remembered with scholarly precision.
  For Blackthorn Dale is as much about memory as trade.
 

Of Hartkin and Veylori

The people of the Dale are varied, yet bound tightly.
  Humans form the majority, though Hartkin and Veylori families are long established, with lineages entwined with vineyards and council seats. Dwarves maintain smithies and stables. Half-elven children chase goats through lanes, wide-eyed at tales of ruins beyond hills.
  Mayor Imladreth Vellain, a Hartkin of venerable years and unmistakable violet gaze, governs with a scholar’s meticulousness and an aristocrat’s pride. He remembers not only family names but grandparents’ quarrels. His rivalry with Blackroot Vale’s mayor is less political necessity and more generational sport.
  At his side stands Lady Thalindra, Veylori relic collector and tinkerer, whose mechanical lanterns transform festivals into constellations of artifice and light.
  The council includes farmers of Harrow and Mistroot clans, practical voices arguing often for stronger defenses against the wild.
  For the wild presses close.
 

The Silver Thorns

Protection of the Dale falls to the Silver Thorns, a ranger force drawn from both town and surrounding farms. Their armor, often accented in silver-gilded trim, catches sunlight like frost. They are skilled with bow and blade, though their numbers stretch thin across such broad territory.
  Captain Elias Harrow, known as Old Thorn, has attempted retirement more times than anyone cares to count. Yet crisis has a way of recalling him to command. Under him serve veterans who have seen the darker reaches of the forest and returned with fewer illusions.
  Sasha, Captain of the wider Silver Mist Rangers, passes through with hard-edged discipline and amber-eyed intensity, driving her soldiers to match the unforgiving land they defend.
 

The Night’s Sun

If there is a moment when Blackthorn Dale forgets its anxieties, it is during the Night’s Sun Festival.
  When the lunar eclipse approaches, marking the sacred union of Eanna and Aldanoc, the town becomes a blaze of defiance. Lanterns hang from every window. Bonfires roar at crossroads. Candles line rooftops and fence posts until the night seems to shimmer.
  It is believed that such light and song distract the Titan’s gaze, drawing his attention across the world so that the sun goddess and moon god may rest together without fear.
  Children race goats through fields. Archers compete for gilded feather prizes. Pies are smashed in laughter and indignation alike. Hard blackthorn berries are cast into flame as symbolic offering.
  Mechanical lanterns rise into the sky like captive stars.
 

The Weight Beneath the Light

Yet even in celebration, reminders remain.
  Half-buried statues stand in sheep pastures, faces worn smooth by centuries of rain. Deep in redwood forests, ancient pink marble roads vanish beneath moss and time. Some nights, those who dwell near the forest edge swear they hear distant echoes.
  Magic is rare, and when seen, often feared. Those who wander too far into the wild are spoken of in lowered tones.
  Life in Blackthorn Dale may be quiet. It may be predictable. But it rests at the threshold of something older than memory, something that once crowned the world in rose and marble and now waits beneath root and ruin.
 

Blackroot Vale

East and slightly north of Blackthorn Dale, where hills rise sharper and air carries pine and distant stone, the land narrows into Blackroot Vale.
  If the Dale is known for polish and lantern-light, the Vale is known for smoke from distilling fires, forge and kiln, thin gray threads from homesteads clinging to rockier soil.
  Blackroot Vale rests closer to the first real lift of the Bleak Pass Mountains. Its slopes are steeper, its soil thinner, its mornings colder. Streams rush down from higher ridges, clear and biting. Pines cluster thick along inclines, and pastures cling to whatever flat ground can be coaxed from stone.
 

The Spirit of the Vale

Where Blackthorn Dale turned berry into wine, Blackroot Vale turned root and grain into liquor.
  The smoky spirits of the Vale are darker and stronger than the sweet meads of the west. They burn on the tongue and warm the belly long after the cup is lowered. It is said that a man can endure a Bleak Pass wind if he has a flask of Vale-root at his belt.
  Trade with dwarven holds beyond the mountains runs deep. Chainmail and scale armor forged with rune-etched precision pass through Vale markets. In return, casks of liquor travel into highland halls, where they are consumed beside roaring hearths.
  A shared seasonal silver mine, contested and cooperatively managed between Vale and Dale interests, binds the two settlements in uneasy alliance. Timber arrives from Wilddrift. Berry wine travels eastward. Liquor moves west.
  The Hills may be unaffiliated, but they are not isolated.
 

Mayor Elandor Valeheart

If Imladreth Vellain of Blackthorn Dale governs with archival precision and aristocratic hauteur, Mayor Elandor Valeheart governs with something sharper and more deliberate.
  Elandor is Hartkin, tall and narrow-faced, with ash-blond hair worn loose rather than elaborately styled. His eyes are not violet like Imladreth’s, but a pale gray-green that seems perpetually appraising. He does not collect genealogies. He collects leverage.
  Where Imladreth cherishes tradition, Elandor champions resilience. He has no patience for what he calls “ornamental governance.” His council chambers are lined not with tapestries, but with maps of mountain passes, trade flows, and mining routes.
  Their rivalry is long-standing and well-known.
  Yet beneath their pointed words lies mutual dependence. Neither would say it aloud.
 

The Mist Reavers

Defense of the Vale falls to the Mist Reavers, leaner and more heavily armored than their Silver Thorn counterparts. Chainmail reinforced with dwarven links glints beneath heavy cloaks. Their armor bears runic markings along the bracers, subtle but unmistakable.
  Captain Garrick Stone, called Peakshadow, leads them with mountain patience. He is older than many assume and has attempted retirement more than once. Like Old Thorn in the Dale, he finds that the Hills do not easily release their defenders.
  The Reavers conduct joint patrols with the Silver Thorns. They escort caravans through Crow’s Eye Pass and clear bandit nests when necessary. They distrust Wilddrift’s rowdiness and Blackthorn’s complacency in equal measure.
  The Vale survives not by spectacle, but by vigilance.
 

Wilddrift

Where the Drift River widens and slackens before bending southward, there lies a settlement that does not sleep easily.
  Wilddrift did not grow from lineage or shrine. It rose from axe-blow and current. The forest known as the Fingers stands dense and towering along its northern banks, redwood and pine climbing skyward in such profusion that the canopy darkens even high noon. From that forest came timber, straight, strong, and seemingly endless, and with it came men and dwarves willing to wrestle tree from earth.
  The first structures were temporary. Tents and lean-tos beside stacked logs. Fires burning through rain and early frost. But the river was generous, and the timber plentiful, and so the temporary became determined.
  Now Wilddrift sprawls along muddy banks in layered intention. Log yards stretch in ordered chaos. Sawmills groan with the rhythm of waterwheel and blade. Fresh-cut lumber stacks in tall rows like regimented battalions awaiting transport. The air is thick with sawdust and the scent of sap.
 

From Boom to Endurance

Wilddrift’s founders understood something that many frontier towns ignore, that abundance can end as swiftly as it begins. Boom Boss Harlan Reed, called Logmaster by friend and rival alike, came first as a contractor. He remained as a steward of survival.
  Timber alone, he knew, would one day thin. And so the floodplains, long considered too wet for serious cultivation, were fenced and turned toward cattle.
  Now broad-shouldered beasts graze on meadow and marsh-grass alike. Hides dry upon racks beside lumber stacks. Dairy churns alongside river-trade. The muddy streets echo not only with the thud of log but the lowing of herd.
  Millie Reed, who runs the Driftwood Alehouse, understands this instinctively. Her establishment is less refined than the inns of Blackthorn, less stoic than the taverns of Blackroot. It is loud and warm, with sawdust scattered across the floor to soak spilled ale. Loggers, ranchers, traders, and the occasional ranger gather beneath its rafters to argue, laugh, and occasionally settle disputes with bruises rather than blades.
  Wilddrift is rough. But it is resolute.
 

The River Wardens

Unlike the disciplined Thorns or rune-bound Reavers, Wilddrift’s defenders began as volunteers. The River Wardens formed first to guard log drives from sabotage and theft. Now they patrol cattle runs, escort supply barges, and keep watch along river bends where the forest crowds too close.
  Their armor is mismatched. Their training inconsistent but improving. Rangers from both Dale and Vale have drilled them in archery and endurance, shaping raw enthusiasm into measured capability.
  Head Sawyer Grimna Ironaxe, a hill dwarf whose beard bears flecks of perpetual sawdust, commands respect through competence rather than rank. River Guide Torin Driftwood knows every eddy and shallow by heart. Lena Wildbank negotiates fur and livestock trades with a pragmatism that would earn Narvikan approval.
 

The Fingers

North of town, the forest parts around a geological marvel known simply as the Fingers, immense stone formations thrust upward in uneven columns, as though the earth itself had reached skyward and petrified mid-gesture.
  Their surfaces are strangely smooth in places, unnaturally angular in others. No chisel marks them. Though the forest around them is rich with timber, the ground between the Fingers is curiously resistant to clearing.
 

Beargrave

Of all the settlements in the Silver Mist Hills, Beargrave lives closest to memory.
  It lies south and slightly west of Blackthorn Dale, nearer to the forests that cradle the Rose City’s ruin. Its cottages are built of sturdy timber, their roofs weighted heavily against winter snow. Fields stretch only modestly beyond their boundaries, for the forest presses near and does not fully retreat.
  The people of Beargrave are neither fearful nor foolish.
  For generations, they have dwelled in proximity to the Rose without attempting to conquer it. They know that the ancient pink marble walls still rise intact beyond the tree line. They know that the shattered gatehouse stands as testament to something that once tore iron apart as though it were parchment.
 

Remnants of the Fall

There are nights when wind carries a sound too rhythmic to be branch or beast. There are mornings when livestock shy from invisible presence along fence lines. Once or twice each generation, someone wanders too far seeking relic or proof.
  Sometimes they return.
  Sometimes they do not.
  Rangers patrol frequently. Druids from both Harrowfell and Thalrune pass through, marking subtle wards along forest margins. The village priestesses speak gently of Eanna’s light and Aldanoc’s watchfulness, but even they do not pretend that the Rose is harmless.
  Yet Beargrave persists.
  It farms. It hunts. It raises children who grow up knowing both how to sow barley and how to recognize unnatural silence.
  The village name derives from older times, when great bears roamed the forests freely. The last ones died long ago, consumed by shadow.
 

Mistgate

Where two rivers widen into a vast inland lake, there stands Mistgate.
  The lake is immense, broad enough that distant shores blur into pale suggestion. Its waters reflect sky and storm alike, and in early morning a thick mist settles across its surface, so dense that boats seem to drift through cloud rather than water.
  Mistgate grew around the natural harbor formed by a shallow inlet along the lake’s western edge. Stone docks extend into dark water. Fishing vessels bob gently, their hulls worn smooth by decades of tide and frost.
  Unlike Wilddrift’s noise or Blackthorn’s bustle, Mistgate moves with quiet rhythm.
 

The People of Water

Fishing sustains the town, but so too does transport. Flat-bottomed craft carry goods from rivers feeding into the lake, while larger barges navigate its expanse toward other settlements along its distant rim.
  Lanterns line the docks at night, each reflected twin in trembling water. Festivals here are subdued, small boats adorned with candlelight drifting in silent procession during the Night’s Sun. Songs are softer, harmonies carried gently across water rather than shouted into flame.
  The people of Mistgate are observant. They read weather in ripple and cloud. They sense when currents shift without obvious cause. In recent years, some fishermen have spoken of deeper currents stirring without wind, of faint crimson shimmer beneath the surface at eclipse height.
 

Duskwatch

South and east of the central Hills, where land flattens into marsh and reed, stands Duskwatch.
  Here the earth is softer, water pooling between patches of stubborn grass. Fog rolls in low and often, settling across the moor like a second skin. At twilight, the sky bleeds color into waterlogged ground until horizon and earth appear indistinguishable.
  Duskwatch was founded as an outpost, a watch over the lower moors and the approach toward Blade’s Edge crossroads. A modest watchtower stands upon slightly higher ground, its lantern visible from leagues away when lit.
  The people here are hardy in a different way than mountain or river folk. They know how to track through waterlogged earth without leaving trace. They know which reeds can be woven into sturdy thatch and which conceal sinkholes.
 

The Stones of the Moor

Scattered throughout the moor stand ancient stones, weathered and leaning, carved faintly with patterns no longer fully understood. Some claim they predate even the Rose. Others insist they were erected after the Fall to mark burial or boundary.
  On eclipse nights, some villagers claim the stones hum faintly. No one lingers long enough to confirm. Duskwatch does not fear the moor. But it does not presume mastery over it either.
 

Blade’s Edge Crossroads

At the meeting of major roads stands Blade’s Edge, an ancient crossroads marked by colossal swords driven deep into earth.
  No one agrees on their origin. Some claim they were placed as a truce between warring factions long before the Fall. Others whisper they were remnants of a final stand during the Rose’s destruction.
  A small settlement has grown around them, catering to caravan and traveler alike. Inns and stables cluster near the blades’ shadow. Traders exchange rumor as readily as coin.
  It is here that the Hills feel most like a single, shared land.

Silver Mist Hills - The Unclaimed Frontier

Regional Ledger


  Government: Independent frontier settlements Largest Settlement: Blackthorn Dale Population: ~70,000 across scattered towns and villages
  Major Settlements
  Blackthorn Dale
  Blackroot Vale
  Wilddrift
  Beargrave
  Mistgate
  Duskwatch
  Primary Exports
  Blackthorn berry wine and mead
  Timber from the Fingers region
  Fur, livestock, and frontier goods
  Liquor from Blackroot Vale
  Primary Imports
  Tools and weapons from Daggenfell
  Grain from Kolyama
  Trade goods from Narvik caravans
  Trade Routes
  Crossroads at Blade’s Edge
  Crow’s Eye Pass linking Narvik and Daggenfell
  River trade through Wilddrift
  Military Strength
  ~3000–4000 rangers combined (Silver Thorns and Mist Reavers)
  Numerous local militias
  Strategic Importance
  Frontier buffer between several major kingdoms
  Holds the ruins of the ancient Rose City
 

Residents of Blackthorn Dale

Many of these people have lived in the town of Blackthorn Dale for many years or even for generations. As members of the town, you know these people at least in passing, if not as close friends and neighbors.
  Vaga Gabor: Tribal Human, Female, Priestess of Tarsaralei. Vaga is short, with swarthy skin, raven black hair, and pale green eyes. She came to Blackthorn Dale as a young woman. When asked about her life before, she merely says she was a traveler who wanted to settle down. Her many scars suggest this is not the whole truth. She is warm, kind, and has a spitfire temper.
  Sandor Kjarr: North Island Human, Male, Priest of Settraes. Sandor is tall, broad-chested and heavily muscled. He has dark red hair, deep-set silver eyes heavily squinted by constant sun, and chiseled jaw and cheekbones. He came into town with a group of foreign soldiers. He had a huge two-handed sword with him and bore many scars of war. Soon after arriving, some townsfolk witnessed him burying his sword and armor at the edge of the woods. The next day, he joined the temple and has refused to speak of his past with anyone. He is a pleasant person, who laughs easily, but his eyes are often shadowed.
  Bjark Granatehead: Hill Dwarf, Male, Stable and Kennel Master. Bjark has been in Blackthorn Dale for several hundred years. It's said he simply rode into town one day with a herd of pups in his wagon and a train of horses behind him, without much of a word, simply began building his home and stables. Since then, he has sold workhorses, mules, herding and hunting dogs to multiple generations of townsfolk. He has long white hair, an impressively braided beard, and leathery skin. His right eye is a mass of scars, and his left is piercing blue. He walks with a limp but is still strong enough to throw bales of hay over one shoulder. He is gruff but kind, he loves children (and considers half the town to be children even though they are adults), and he enjoys telling stories.
  Ochon: Kingdom Human, Male, Herb merchant, and healer. Ochon is an elderly man who has lived in Blackthorn Dale his entire life. His Herb shop has been well established in the area for decades, and his ointments, poultices, and brews have helped locals for just as long. Though bent-backed and milky-eyed, his wit is as sharp as any man half his age. He is kind and generous, and as accepted Tyrfinas as his apprentice.
  Shava: Wood Elf, Female, Huntress, and Merchant. Shava has hunted the surrounding woods of Blackthorn Dale for many years, her furs and meats a well-established trade in the market square. Though she spends considerable time in the wilderness, she is a familiar member of the town, well-liked by most.
  Hartwin and Daireann Bethara: Humans, Millers. The Bethara family has owned the local mill for nearly a century and has become a staple in the lives of Blackthorn Dale's farmers. Before the mill was built, farmers would have to drive their wheat and barley miles south or east to other towns and pay outrageous prices to mill their goods. That has not been the case for many years, now that the Bethara Mill has been established, and the family members are well known and liked throughout the town. Their children are frequently seen about town.
  Brigid Lithgow: North Island Human, Female, Smith. Brigid came into town with her husband twenty years ago. The previous smith was an aging half-elf who agreed to sell the forge to her so he could retire. Since then, Brigid has been the established smith for the entire region. She is tall and stoutly built. Her skin is pale with many scattered freckles; she has a broad nose, fair features, long braided strawberry blonde hair, and bright silver eyes. She towers over her husband, a half-elven scribe, and her arms are thickly muscled. She laughs deeply and often, has a love of stories and adventures, and is a shrewd trader.
  Cile (SEA-le) Lithgow: Half-Wood Elf, Male, Scribe. Cile was born and raised in Blackthorn Dale, and in his youth, he was considered somewhat of a menace. He had a mind for adventure and travel, though not the build, and would frequently range too far into dangerous wilderness. He disappeared for several years and many locals feared he had finally met his death in some far-flung ruin. He did not, however, and he returned home with an impressive wife. They settled down, she as the smith, and he the local scribe. He took her last name, and though they are clearly in love, some locals joke that she saved him and his repayment was marriage.
  Elwenlod: Wood Elf, Male, Guard Captain. A middling fighter of some skill, Elwenlod's true skill is with the longbow. He could have been a highly skilled hunter or warrior, but he has an unfortunate fear of blood. So he took command of the Ranged Guard, which allows him to make use of his skills without coming in close contact with blood. He has an attractive face, lithe build, dark blond hair, and sparkling emerald eyes. He is mild-tempered but a little timid.
  Nimrielye Sothiel: Deep Elf, Female, Merchant. Nim, as she prefers to be called, has been in the region most of her 200 years. Though she spent some time traveling abroad, she has run the local bakery for at least 50 years. She specializes in exotic spices and delicately decorated pastries. She has long silver hair, lilac eyes, small ram-like horns, and a short, curvy build. She is sweet, funny, and a little flighty.
  Augustus: South Island Human, Male, Handy-man. During a heavy storm, a man, heavily bleeding and wearing southern-style armor, rode into town. As he reached the center square, he fell from his horse. He was nursed back to health by a local woman, Tara, whom he later married and had two children with. Though he limped badly, Augustus was still able to teach the sword to anyone who wished to learn, and complete odd jobs around town. He works well with wood, making furniture and various goods. When a plague ravaged the town, Tara was lost, and Augustus was left raising their children alone. A few months ago, Tara's twin sister returned to the village, and learning of her sister's death, has made frequent visits to Augustus and his children, Alena and Tycho. He is tall, with a soldier's build, olive complexion, short-cropped brown hair, and brown eyes. He is quiet, serious, and often a bit too dour.
  Sasha: Tribal Human, Female, Ranger Captain. Though her twin sister, Tara, was identical to Sasha in every physical way, the two sisters could not have been more different. Tara preferred the comforts of home and hearth, always dreaming of a family she could dote on. Sasha joined the Rangers at her first opportunity, and never really looked back. Gruff, loud, and as crude as any male soldier in her company, Sasha loved the open wilderness and the heat of combat. She would occasionally visit her sister in town, but never stayed long. Eventually, she climbed the ranks and gained the captaincy of the Silver Mist Rangers. She is a hard captain, constantly driving her men to be as strong and able as they possibly can. It was several years before she made it back to town, and when she did, it was to discover her sister had fallen to a plague, leaving a husband and children behind. Sasha may not have been the housewife Augustus loved, but as a soldier, she knew him. They bonded quickly, and Sasha has been seen around town more frequently than ever. She has dark skin with several visible scars. She is slightly taller than average and has an athletic build. Her hair is dark brown, silky, and long, and her eyes are bright amber.
  Imladreth Vellain: Wood Elf, Male, Aristocrat. Imladreth has been the mayor of Blackthorn Dale for several hundred years. He is a man of nobility who loves the comfort of the finer things of life. He knows everyone in the town by first and last name, many of them for several generations. Though he is mostly a good person, and the townspeople mostly like him, he tends to hold grudges. He will often bring up the transgressions of one's ancestors in arguments, and he has a rivalry with the mayor of Blackroot Vale, whom he believes has purposely been copying him to steal trade from the town. He is tall, very pale, with bright violet eyes, white-blond hair, and an impressive rack of caribou antlers.
  Elarig Kerdaniel: Kingdom Human, Male, Hunter and Town Drunk. Elarig came to town many years ago, with his young son in tow. He occasionally does odd jobs, but generally just enough to fund his drinking habit. Otherwise, he can most often be found at the tavern or being thrown out of the tavern. He is not exactly pleasant company, and most people tend to avoid him.
  Enid and Olam Monsea (MON-shay): Kingdom Humans, Merchants. The owners of the tavern and inn in Blackthorn Dale. They have lived in the town their entire lives, were childhood sweethearts, and have one daughter. They are both extremely friendly and they treat every customer as if they were part of their family. Olam is the cook at the inn, his stews are legendary, and Enid makes sweet mead from honey and the local blackthorn berries. Their daughter, Clara, serves food and drinks to customers, or at least as much as a ten-year-old girl can.
  Ellioch: Wood Elf, Female, Merchant. The owner of the clothing and leather tanning shop. She is known to drag people into the shop by their ears and force them to get new, better-fitting clothes. She means well, but she's more than a little pushy.

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