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Windmire is Nohr's capital. This expansive city is protected and sectioned off by ringed gates. The streets are often empty of decent folk, but full of outlaws and brigands. While some businesses operate on the surface, there is a lively world in the catacombs beneath its streets. Stalls, shops, inns, and entertainment paint a wonderful Nohr that many travelers don't get to see. Castle Krakenburg, home of the Nohrian royal family, lies at the heart of Windmire.
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The trees are packed so tight that no sunlight reaches the ground. Poisonous bogs litter these woods. While dangerous to all, they can be enchanted to only injure those not born in Nohr. Faceless prowl these dead grounds, haunting about in search of lost travelers. Rumors and scary stories place a lost mansion hidden within the wood's bleak depths.
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Thousands of years ago, an elder dragon died here. Its remains were crafted into a sturdy fort. Time did little to wither its enduring walls, but the fort has long since been abandoned. With the growing war, King Garon has commissioned the fort to be repaired and manned. Hundreds of soldiers, merchants, and workers arrive daily. They are going to need a leader.
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Marcarth is a city located in southern part of Nohr. It is well known for its varying forms of entertainment, gambling, and medicine. Rare medicines can be found here and people come from all across Nohr to practice medicine. Expensive villas pull together in their own district that overlooks the town. King Garon has his own palace here.
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Located in a mountain, south of the Forlorn woods, the ice tribe inhabits the coldest part of Nohr. Homes are built around a large lake, which often freezes. The winds are fierce here and it's constantly snowing. People born to the ice tribe are often oblivious to how cold it really is. King Garon has forced harsh laws onto this tribe and they're now contemplating a rebellion.
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Near the tip of Mount Garou is the rumored Wolfskin Peak. Weary travelers say beast-men live near the area. And they do. The grounds here are difficult to traverse, but the wolfskin move with ease. Their village is small, composed mostly of shacks and caves. Most of their water comes from springs hidden within deep canyons.
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These are miscellaneous locations within Nohr. They can be anywhere from a forest, to a desert, to an unnamed town.
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