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Boklad |
Basic Information A busy market town situated on the northeastern coast of Dhalmekia. Also known as the “Thousand Tables,” its streets throng with merchants from across the realm, each loudly hawking their wares to keen-eyed customers intent on finding a bargain. Gates Closed A busy market town situated on the northeastern coast of Dhalmekia, where the Strait of Autha drains slowly into the gaping crater of
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Castle Dazbog |
A castle built within the dome-like mountain that contains
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Drake's Fang |
Basic Information One of After the Mother’s Fall A Mothercrystal that was located in the heart of the Dhalmekian Republic. While it is widely reported to have been destroyed by
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Dravozd |
A town located in the rugged mountainous mining region of central Dhalmekia. It is known for its ironwork, and armor and weaponry forged here has long enjoyed a reputation as the realm’s finest. This is in no small part due to the quality of ore the mines produce, as well as the veritable army of local blacksmiths whose skills are said to be unrivaled.
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Dzemekys Falls |
Basic Information A vast cavity in the earth located in the Steps of the Forgotten—a desolate coastal region of eastern Dhalmekia. Despite the fact that, for centuries, seawater from the Strait of Autha has flowed into the plumbless crater without cease, it shows no sign of filling. The tragic tale that came to be known as the Hidden Truths A vast, circular cavity carved from the Dhalmekian coast, it is here the Mothercrystal known as Dzemekys once stood. In the age of the Fallen, man, hoping to claim the power of the gods, laid siege to the crystal in an attempt to gain entry to its aether-rich heart. Rather than attempt to fend off the assault, he instead responded by destroying the Mothercrystal and its heart—the great crater left behind standing as a reminder of man’s hubris.
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Fort Zirnitria |
A stronghold situated at the western end of the Nysa Defile in the Dhalmekian Republic. In the year 873, it served as the site of a meeting convened by the Dhalmekians with their Waloeder allies in an attempt to enlist their aid in driving back the Ironblood, who had been a thorn in their side since the Battle of the Twin Realms eight years before.
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Kasjlok |
An old, abandoned village built on the banks of Cerdra’s Thread in the Dhalmekian Republic.
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Kostnice |
A town located in the rugged northern reaches of the Dhalmekian Republic. Though it was once a thriving trading post, the coming of the Blight has served to AEI both discourage travelers as well as drive off long-time residents. All that now remain are refugees fleeing from elsewhere, the black marketeers who prey upon them, and barely enough soldiers to keep the peace—or rather, to pretend to when they’re not being bribed to look the other way.
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Kretov |
A small Dhalmekian village of bean farmers and goatherds built in the shadow of Fallen ruins. Though located at the edge of the Fields of Corava on a caravan trail that runs through
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Ran'dellah |
Capital of the Dhalmekian Republic. It is a thriving hub of commerce, where merchants and traders gather from across Following the Sack of the Capital The capital of the Dhalmekian Republic. It was once a thriving hub of commerce, where merchants gathered from across Valisthea, and people enjoyed a life of peace and prosperity under the guidance of the Parliament of Ministers, who oversaw the nation’s affairs from the safety of the Ministry of Law. Since
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The Battle of Nysa |
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The Briar's Kiss |
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The Dalimil Inn |
A literal oasis in the Velkroy—a desert in the western part of Dhalmekia—Dalimil offers goods, food and respite to those travelers who endure the long march through sweltering sands. In particular, the hot spring baths, fed from nearby waters, will not only ease the pains of the road, but are also rumored to cure all manner of ills, from boils and buboes, to the various afflictions to the groin—many of which are like to be contracted at one of Dalimil’s many brothels.
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A nation formed from a federation of five smaller states. It is located in the southern half of the continent of Kupka’s Fiefdom A nation formed from a federation of five smaller states. It is located in the southern half of the continent of Storm, and has its capital at Ran’dellah. Also home to the Mothercrystal known as Drake’s Fang, inside which stands In Pursuit of Cid A nation formed from a federation of five smaller states. It is located in the southern half of the continent of Storm, and has its capital at Ran’dellah. Also home to the Mothercrystal known as Drake’s Fang, inside which stands Castle Dazbog, home of Hugo Kupka, Dominant of Titan. Kupka, obsessed with finding Cid and exacting his revenge for the murder of Destabilization A nation formed from a federation of five smaller states. It is located in the southern half of the continent of Storm, and has its capital at Ran’dellah. Having lost both Drake’s Fang and the mighty Titan, the political situation in Dhalmekia has deteriorated drastically—the government scrambling to withdraw their troops from the ill-starred siege of the Crystalline Dominion that they might be redeployed to quell the unfolding chaos at home. A Republic on the Brink A nation formed from a federation of five smaller states. It is located in the southern half of the continent of Storm, and has its capital at Ran’dellah. After the fall of Drake’s Fang, a combined force of
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The Fall of Drake's Fang |
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The Jaw |
A wild, mountainous region of southwestern Dhalmekia, from which
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The Men of the Fist |
Dhalmekia’s standing army. While officially an organ of the Republic, each of its five states is granted relative autonomy with regard to the management of its troops. Aside from certain specialized squads, battle deployments are mostly comprised of small units employing a mixture of foot soldiers and battlemages. The former are known and feared for their curved swords and prodigious axes, and the deadly skill with which they wield them.
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The Men of the Rock |
Loyalty Bought A private army under the command of A Republic on the Brink A private army under the command of Hugo Kupka. Originally employed to guard Drake’s Fang, the bulk of the force was co-opted by Kupka when he seized control of the Mothercrystal, and has served him and only him since. After Kupka’s death, his forces scattered, largely returning to the countryside where many now engage in banditry.
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The Nyse Defile |
A deep, arid valley located in the eastern part of the Dhalmekian Republic. During the Battle of the Twin Realms in 865, it was the site of repeated skirmishes as the Iron Kingdom attempted to make incursions into Dhalmekian territory.
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The Republican Parliament |
The highest council of government of the Republic of Dhalmekia. Seven ministers are responsible for ruling the nation—though their will is often molded to that of their permanent economic advisor, Dhalmekia in Chaos The highest council of government of the Republic of Dhalmekia. Seven ministers are responsible for ruling the nation. After the death of Hugo Kupka and destruction of
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The Zirnitra Consult |
Looking to bring an end to their long-running conflict with the Iron Kingdom, the Dhalmeks convened a council with their Waloeder allies at Zirnitra Stronghold. However, the Waloeders were unwilling to concede to the Dhalmeks’ requests, leaving the Republic no choice but to field its
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Velkroy Desert |
A vast, arid wilderness located in the Dhalmekian Republic. The further west one travels, the deeper and more forbidding the sands grow, and the more frequent the signs of settlements long-since deserted. To the south, water can at least be found, albeit piping hot— a quality which has given rise to Dalimil Inn and, the hot springs surrounding it. Despite the forbidding environment, trade ensures a steady flow of traffic north and south, served by various inns along the way.
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Laetny's Cleft |
A narrow sandstone valley that cuts through northeastern Dhalmekia. At its terminus can be found the vast crater of
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Lord Underhill |
Clive’s alter ego—albeit one that was forced upon him by
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Tabor |
Basic Information An ancient settlement in central southern Dhalmekia that seems to cling to the very cliffs which dominate the landscape of the region. Its proximity to the Free Cities of Kanver gives A Haven for the Undying An ancient settlement in central southern Dhalmekia that seems to cling to the very cliffs which dominate the landscape of the region. Its proximity to the Free Cities of Kanver gives Tabor a ready market for the high quality leather its tanners produce, as well as the salt and minerals mined from beneath it. Unbeknownst to its citizenry, it is from here that, since the fall of A settlement in central southern Dhalmekia that seems to cling to the very cliffs which dominate the landscape of the region. It is famed for its leatherworking, the signature stench of its tanneries ever prevalent in the canyons that lead in and out of town, and as such, skilled craftsmen abound, transforming hides into all manner of wondrous creations. Tabor was founded by the so-called “Guardians of the
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The Cast Stones |
A band of brigands who set up camp in
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The Crimson Caravans |
The most prestigious portering company in the market town of
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The Krojit Echoes |
A bleak, ochre wilderness stretching through central Dhalmekia. Its northern half is a veritable warren of claustrophobic canyons and Fallen detritus, lacking paved roads or outposts of any kind. In the south, however, the area finally opens up to Rysanov Flat, and beyond it the reclusive community of
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The League of Merchants |
The group responsible for filling and maintaining Dalimil’s collective stores, that all might be supported in these troubled times. It draws its membership from 14 1111 IF the traders of the town, and is led by
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The Silverpeak Consortium |
One of the largest and most prestigious trading houses in Dhalmekia, who sought to scout
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The Town Guard |
The volunteer fighting force assembled and led by
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