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[Nashaki] Map and Locations

Maps and Locations
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The Salt Lakes
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Rising up out of the earth like the twisted teeth of a long fallen foe, a red and gold sandstone maze hides one of the strangest collections of lakes in Idalos. Situated far east of the City of Nashaki within the wildest and most treacherous part of the Hotlands, are the Salt Lakes. The water here is dark, murky and mirrors the world around it flawlessly. Nicknamed the Mirror Lakes by some of the locals, these waters hold the heat of the day all through the night and have claimed the lives of many a thirsty and weary traveller.

Credit: Nefere
word count: 120
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The Lost Temple of Illusions
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Ruined and ransacked, the Lost Temple of Chamadarst is said to be older than the city itself, with materials found in exposed inner walls believed to predate the construction of Nashaki. Though a lot of comparisons can be drawn between the craftsmanship and design, historians agree that the temple’s construction was carried out by some of the very first people to ever walk the Hotlands. Treasure Hunters from all reaches of Idalos have come in search of the ruins, sure that many arcane treasures lay buried here, but without an invitation from the temple of illusions, most believe this sacred place to be nothing more than myth. The legends say that no one finds the temple on purpose and that if one happens to stumble upon its steps, it is because the walls hold something predestined to fall into their hands alone.

Credit: Nefere
word count: 166
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Desert Rose
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A long fallen statue of an immortal is all that remains of what was once believed to be a loved shrine dedicated to Moseke, admired but not always worshiped by the Qi'ora as a people. The statute was a feat of engineering, standing at over ten stories high when it was first erected in arc 270. No one is sure what brought the stone carving down to its final resting place in the red and gold sands of the Hotlands, though historians think it was the spiteful act of another immortal, angered by the sight of such beauty. The harsh desert sandstorms and unpredictable weather have taken their toll on the statue's finer features, eroding parts of the face, fingers, and shoulders of the fallen monument. There isn't anything very special about the stretch of sand surrounding the stone figure, but some believe the eyes of the immortal once pointed to the lost Temple of Illusions.

Credit: Nefere
word count: 179
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Rahkrii Cliffs
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Named after the second moon, Rahkrii, for their tendency to manuver the red sands of the Hotlands by cover of night, the Rahkrii Raiders are a small band of outcasts, thieves, ex-slaves, and deserters who have come together for a common cause, bound by the glue that is their team of leaders, Eddrick, Nefere, and Talon, each bringing something unique to the group. Eddrick with his military and survival experience, Nefere for her poison-crafting and fearlessness, and Talon, a natural leader and longtime criminal.

The raiders control two seperate territories within the Hotlands, one set upon the cliffs overlooking the main trade route between Nashaki and the city ports to the east, and the other to the west, tucked away within the hidden caves surrounding the Salt Lakes, well beyond the reach of the city's shadow, where a deep water spring provides life for those who would have otherwise died. The two seperate sites have been nicknamed by the crew as 'Rah Cliffs' and 'Krii Caves' east symbolised with a full moon, while a crescent moon marks anything to do with the caves.

Rah is a small site with scattered houses carved from the rock of the cliff in fluid, natural formations that keep them well hidden. Fires are only permitted at night or during sandstorms whe visibility is poor at best, and the people here survive on wine and other alcoholic brews including ale and cider, or anything they can intercept and take on the road. Scuffles over leadership here are few and far between with most preferring the cool air and wealth of water buried within the depths of the Krii Caves.

Krii is almost impossible to find and more often than not the only way to see the inside of the caves is to be taken prisoner by one of the raiders themselves. The network of narrow tunnels and open caves is vast, plunging down into the earths where the hidden spring can be found but is quite the climb to get to. Not only will the sheer pitfalls and poisonous snakes be enough to put most people off, but the far reaching cracks, twists, and turns are said to howl when the wind goes through them, a chilling, mournful sound.

Talon

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Name: Talon of the Rahkrii Raiders
Age: Assumed to be in his late fifties to early sixties.
Born: 13 Cylus 654
Title: Faction Leader
Skills: Torture: 60, Leadership: 55, Tactics: 45, Smuggling: 50, Pick-Pocketing: 40.

An experienced thief who was once a well known merchant dealing in Nashaki until he was framed by the competition, disguised as a friend, for something he didn't do and had to flee the city before the authorities came for him. Talon doesn't trust easily, he is a man of his word but will stab his associates in the back if he gets a better offer from somewhere or someone else. He is fond of torture, keeping slaves, treasure hunting, crushing his enemies, and his pet owl, Reepa.
Credit: Nefere
word count: 524
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Konkaro Sky Caves
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In the heart of the Hotlands lies the Konkaro Sky Caves, home to an old Human tribe who have long adapted to life in the desert, living off the land and collecting what little the dry, barren surrounding stretch of sand has to offer. Kova Rain is the current leader of these people and is said to have the power of ‘sight’ looking into the destinies of others, not for gold, but for knowledge, be it words of wisdom, a story from faraway lands, or news of travellers on the road. No one knows if she can actually see the future, but desperate people tend to rationalise anything. Kova is rumoured to be closely related to the Mortalborn Wanderer whispered about in and around the city, and easily recognised by the distinctive tattoos on her hands. She is fond of dance, working with poisons, and collecting trinkets.

Credit: Nefere
word count: 168
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Ghostgate
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Beneath the jagged spears of two cliffs thrust into each other is the slanted passage of the Ghost gate. Otherwise indistinguishable from various other geological phenomenon, the Ghostgate has earned a sinister reputation. Reportedly travelers and caravans give the natural pass a wide berth, claiming that those who cross beneath it are cursed. Just beyond lies a natural spring, all the more tempting for travelers to chance. Those who come close to the rocks become aware of the grating quality the wind has whistling across the natural cliffs. It speaks in hurried, angry speech and inexplicably seems aware of the crimes and guilt a traveler carries with them.

At night tall, pale figures can be seen at a distance standing vigilantly beneath the gate and on the banks of the natural spring. Clearly no ordinary creatures they always seem frustratingly too far to pick out their features. Those who camp near the rocks report terrible nightmares and missing companions. Although locals know not to approach, there is a rumor the spring had uncovered a vein of flawless gems... enough to tempt the reckless close enough to test the veracity of local warnings.

Credit: Plague
word count: 211
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The Mud Flats
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Located somewhere northeast of Nashaki, deep within the Hotlands is a location known to very few called The Mud Flats, a sheltered little oasis with green vegetation, trees, and even the odd species of exotic flower or two. Here the ground is wet but free of any small bodies of water, making it useful only to the true survivalist who has the knowledge to extract water from mud and sand. Perhaps the most odd, but interesting thing about The Mud Flats, is the large, half buried tall ship miles and miles away from any kind of ocean, leading historians to argue that the Hotlands had once been covered by the sea with salt water. Others say that a wild wind storm or divine act placed the stray ship there, one which has been left unexplored for many arcs as getting anywhere near the ship is impossible, seen as The Mud Flats are really just one mass field of sinkholes, home to a strange race of sandmen known only as the Thray.

Credit: Nefere
word count: 192
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Glass Fields
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This is a moderated location
Located in the interior of the Hotlands, the sun is so hot that glass is formed out of the sand in sharp lumps, making the venture through the sands dangerous for any animal or person. This glass is difficult to acquire as it only forms in the hottest part of the desert in the heart of the Hotlands, and even when one knows what they're looking for, it is near impossible to get close enough during any part of the arc (year) other than Cylus. Hotland glass is used for a number of reasons, but the most secretive and unique of these is its ability to reveal a certain truth no one else can see, exposing the Yludih race for who they truly are.

Credit: Shards & Maltruism
word count: 151
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Hunter's Guild
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The Hunter’s Guild is a prominent location near the trading districts of Nashaki. It consist of two sturdy structures, built out of stone, just like any other building in the city. The larger of the two buildings houses the main headquarters of the community of all huntsman within the desert city. The guild serves as a meeting point for all hunters congregate, relaxing on comfortable chairs as they have hearty discussions with their fellow huntsman about their recent kills, share tips with each other, organise and plan hunting trips together, or even show off their most proud accomplishments with their peers. Training for desert hunting and survival is also conducted here by the head of the guild when he pleases.

Any grievances or disagreements with the hunting community are also settled here before the leader of the guild, and the rest of their peers. An assortment of sofas, and two sets of tables capable of seating six people each fill the establishment along with other forms of decorations. The smaller building next to the headquarters is mainly used as a storage area by members of the community. Storage space is allocated on a first-come-first serve basis, and must be vacated every night to create space for others and also to prevent members from using it as a long term storage place. The guild’s finances are mostly contributed by head of the guild but members are encouraged to donate as well, but it is not mandatory.

Zaheed

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Name: Zaheed, Leader of the Hunter's Guild
Age: In his late fifties to early sixties.
Born: 20 Vhalar 654
Title: Faction Leader
Skills: Hunting: 60, Leadership: 55, Shortbow: 45, Business Management: 50, Tracking: 40.

An experience hunter, Zaheed was born in Nashaki, and had spent more than half of life as a hunter. As old age approached and he realised that he was no longer as physically fit to wander the desert as he used to be, he decided to embark on something else instead. A single man, he had no real family to take care of, and he pooled his money together and formed the Hunter's Guild. Inviting all huntsman within the city to join, soon enough, the establishment was filled with hunters of varying skill and expertise lending their aid and skill to the common cause. When he pleases, or if someone interests him, he might take that someone under his wing and teach and guide them in the ways of both the desert and hunting.
Credit: Hu'yana Gray
word count: 443
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