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KARALİMAN
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Map · Inside the fog wall

Regions and Thresholds

The fog swallowed the roads around Karaliman. The towns, marshes and hills can be reached only through thresholds woven with old runes. The innkeepers guard the thresholds; they let no one through who isn’t ready.

Regions and Thresholds

  • Region · Main city

    Karaliman

    Safe

    A harbour city ringed by fog. The heart of the game and everyone’s meeting point.

  • Region · Coast

    Silent Shore

    Safe

    The shore where the Entrusted emerge from the sea. The Innkeepers’ caravanserai stands here.

  • Region · Inn town

    Yolağzı

    Safe

    An inn town where the roads meet. The Innkeepers’ Oath was signed here.

  • Region · Town

    Demirsur

    Safe

    The Iron Regiment’s town. Barracks order has never broken here.

  • Region · Town

    Bakırhan

    Safe

    The Union’s town. Home of the soup kitchens and workshops, where talismans and the Anvil were born.

  • Region · Valley

    Akpınar

    Safe

    The Covenant’s valley. Where healing was born.

  • Region · Marsh

    Copper Marsh

    Dangerous

    The marsh where the creatures of tales were first seen. At night a voice is heard calling travellers by name.

  • Region · Hills

    Blind Hills

    Dangerous

    Old mine shafts and the Cave of the Dead. Not even shepherds go up here alone.

  • Region · Forest

    Bone Forest

    Dangerous

    The forest of the Pale Ones, who came from the Dark Sky.

  • Region · Coast

    Mist Coast

    Dangerous

    A dangerous coast where the cracks of the Dark Sky open. What comes out of them resembles no tale.

  • Region · Plain

    Burnt Plain

    Red Line

    Essence mines and the bloodiest fronts of the Red Lines.

Karaliman

The Quarters of Karaliman

The port city at the heart of the fog. Every quarter has its own trade, and its own dangers.

The HarbourTrade, smuggling, work
Crowded by day, dangerous by night. Rusting ships lie at the quay.
The Old BazaarTradespeople and master crafters
A covered bazaar, inns and workshops. Whoever wants to learn a craft comes here.
Clock Tower SquareMemorial to the disaster
The rubble of the 1999 disaster still lies where it fell.
Barracks HillThe Iron Regiment’s outpost in the city
The old garrison. Barbed wire and watchtowers.
The CisternsUnderground dungeons
Old cisterns and tunnels. Some of those who went down never came back.
24 · 1999 → 2023The Threshold Watch

Document 24

Thresholds

Thresholds are door frames woven with runes. For the traveller who passes through, they turn the fog curtain into a straight corridor for a single moment.

The Innkeepers run the thresholds. After the Clock Tower the thresholds were closed; the factions wove their own, but the watch still belongs to the innkeepers.

Not everyone can pass. A threshold won’t let through anyone who isn’t ready, and neither will an innkeeper.

Innkeepers’ Oath · Article 3

The Red Lines

Since the Innkeepers’ Oath, war between the factions is waged only in designated zones: the Red Lines.

The city and towns are protected by the oath. No blood is spilled in a town, and no hand is raised against an innkeeper. Whoever steps onto a Red Line knows why they are there.

SafeDangerousRed Line
First map

Cave of the Dead

The mouth of the old mine in the Blind Hills has been sealed for years. The garrison’s ledger of the missing says a company was “lost in the fog curtain” here; no search was made.

Shepherds tell of seeing figures in the hills at night, with patterns glowing like fire on their skin. No one goes near them.

  • 17 · May 1991The Blind Hills
  • 18 · UndatedTransformation
  • 19 · 17 October 1991The Cover-up
  • 20 · 3 February 1992The Cave of the Dead

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