The Cities and
Villages of Qalia





The sands of Qalia have seen the rise and fall of many ambitious yet
ultimately ill-fated empires. Intrepid adventurers tell of fantastic
ruins that stand as silent witnesses to the power and knowledge of the
ancients. The mordebi and qaliathari empires have sunk beneath the
sands, but their memory and accomplishments still resonate in the
hearts of the nomads that remain.



Qalia is a continent of extremes. Fierce sandstorms, harsh sun, blasted
deserts, impassable mountain ranges--these are its defining features.
Though the land is unforgiving, it is alive with vibrant,
minaret-peaked cities and blissful oases.



The descendants of the mordebi and qaliathari live among the faded
glory of their once great empires in the breathtaking city of Khal.
Within the cavernous city of Hathor Zhi, dark elf perfect their magical
skills in preparation for their next great raid. Hidden deep within the
vast desert wastelands, the feline kurashasa live side by side with the
nomadic varathari in the trading outpost of Lomshir. The whimsical city
of Mekalia, built upon an ancient wellspring, is filled with song and
mischief from its gnomish inhabitants.



Qalia is a land of legends, myths, and ancient superstitions. Tales of
great wars, gods, monsters, and heroes have been passed down since
before the cataclysm. Many of these tales are woven with threads of
truth; while others are pure imagination. Minor heroes have been
elevated by the legends, while great artifacts of power have been
dismissed as mere myths.




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 Khal

The
port city of Khal is located at the mouth of the Lia River on the
northern Ahgramun Coast on Qalia. The magnificent twin guardian statues
of Fasid and Harah serve to welcome foreigners from near and afar as
vessels sail into the carved stone harbor in the city center. Built to
withstand the harsh climate and unpredictable seasons of the desert,
Khal stands as a testament to ingenuity, craftsmanship and brotherhood.



Aside
from being the gateway to the continent, Khal is well known for its
wide array of merchants and traders. From here, caravans are sent in
all directions delivering goods to the far reaching outposts deep
within the Qarath and Liath Deserts. Khal is also a hub of diplomatic
activity, and has recently attracted all manner of politician; both
noble and crooked. The backrooms are filled with double talk,
swindling, and ill-intentions.



Players start away from the city
on the Cliffs of Ghelgad in Karibasa Village. Although you can see the
great city of Khal from the vantage points at Karibasa, you are warned
not to rush to Khal so quickly. Learn the ways of the desert and her
people before heading there.

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Lomshir

Not
far from the human city of Khal on the western Ahgramun Coast lies the
small village of Lomshir. While the varanthari barbarians generally
prefer a more nomadic lifestyle, the clan council felt the need to
establish a more permanent settlement to aid in the transport of goods
coming to and from Ahgram and Khal. Several similar sized villages have
been springing up in nearby areas across the western deserts and
coastline. The residents prefer open spaces and there is always plenty
of room for grazing and breeding of the dark horse stallions the area
is famous for.



The appearance of the cat-like kurashasa has
placed a burden on the village as the elders agreed to accommodate
these guests without inconveniencing their livestock. A series of
intricate tents on the outskirts of the village have been assembled to
temporarily house these new ‘guests’.



Directly south of Lomshir
in the twisting canyons of Qarath live the dark elves of Hathor Zhi.
While the elves seem content to remain within the crags, there have
been several recent reports of hostile activity from the scouts at the
edge of the plains. Be wary also of a vessel that recently beached on
the northern shore. While wayward ships washing up on the shore can be
common, a town elder claims to have witnessed what he called a
‘shadowy
fiend’ dart into the collapsed hull of the boat as the sun
was rising.

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Hathor Zhi

Forced
from their solitude within the great mountain of Stiirhad, the dark
elves have built a new city in the canyons of the Qarath Desert. Cut
into the petrified sandstone, the elves have built a convincing replica
of their ancient city they fled so many years ago. A spiraling entryway
opens into a center courtyard with passages that lead to the various
guild halls. Hathor Zhi houses the dark elves that have splintered off
from the main fortress of Pankor Zhi at the other end of the canyon.



Pankor
Zhi is a site to behold. Vast open hallways and bridges penetrate the
canyon walls connected by a series of residential buildings. The arcane
hall is set high on the cliffs and the war room in the center is always
filled with legionnaires fighting over the army’s next move.
High on
the plateau lives the Queen inside her heavily fortified bunker. While
nobody has seen her in eons, she is said to be resting well, protected
by the great wyrms that were taken when the elves fled Stiirhad..



The
Zhi dark elves have splintered into several factions that players will
encounter on their journey. Allegiances shift like the sand beneath
your feet and whether you are Hathor, Pankor, or Aekor, be prepared to
trust no one.

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Mekalia

The
gnomes of Qalia have never been closer to the surface of the desert.
After being driven from their home in the Deep Dark, they began carving
out a new empire in the Khelium Mountains. On the eastern tip of the
continent, the gnomes have built an impressive stronghold united under
the banner of the Underking. Drawn to the miraculous crystal
formations, the gnomes created an entire city of open caverns and
winding passages.



The center of the city serves as a residential
hub lined with cobblestone streets and lit by the largest chrysol shard
ever unearthed. From the center of the city players can head in any
direction to one of Mekalia’s guild halls. The arcane hall
and warrior
hall are on opposite sides of town, while to the north lies the
Menagerie. Here the beauty of the outside world has been captured for
all eternity. The large yellow crystals provide a natural light that
attracts flora and fauna of all types. Unfortunately, khelium slime
creatures are attracted to the bright lights and feed on the crystals.
Players begin here in the Menagerie trying to help the city deal with
the removal of these slimy nuisances.



The city opens to the Qa
riverbank to the south. Players will file out of the great city past
the Hall of the Underking into the high desert to begin a journey their
ancestors only dreamt of.

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Last Updated: Mar 13, 2016

About The Author

Karen is H.D.i.C. (Head Druid in Charge) at EQHammer. She likes chocolate chip pancakes, warm hugs, gaming so late that it's early, and rooting things and covering them with bees. Don't read her Ten Ton Hammer column every Tuesday. Or the EQHammer one every Thursday, either.

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