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### Geography
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A vast, marshy wetland at the southernmost part of the continent. Thick mangroves, slow-moving rivers, and interconnected lakes dominate the region, forming a labyrinthine landscape. Travel is mostly done by boat, as much of the land is submerged or too soft to walk on.
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### Weather
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Warm and humid year-round, with heavy rains and seasonal flooding. Mist lingers over the waters, and storms from the ocean frequently roll in, making navigation treacherous.
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### Specific History
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### Notable Cities
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- [[Pabrycg]]
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- [[Daebur]]
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- [[Wolksva]]
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### Based Species
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- [[Feykin]]
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- [[Halflings]] (River Halflings)
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- [[Elves]] (Wood)
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- [[Gnomes]] (Forest Gnomes)
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- [[Humans]] (Nomadic swamp-dwellers)
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**Type:** Swamp Settlement & Druidic Enclave
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**Notable Features:** The Floating Market, The Singing Trees, The Fog Sanctum
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Pabrcyg is a semi-aquatic city, where buildings stand on stilts above murky waters and thick marshland. Home to [[Feykin|feykin]] and druids, the city is steeped in mysticism and natural harmony, untouched by industrialization.
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- **Governance:** A council of druids, shamans, and spirit-speakers lead the city, following ancient rites and omens.
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- **Economy:** Focuses on herbalism, alchemy, and rare marsh-grown ingredients that are highly sought after by mages and healers.
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- **Defenses:** The city’s swampy terrain and magical fog serve as natural barriers, making invasion nearly impossible.
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- **Culture:** Emphasizes storytelling, spirituality, and respect for the land, with whispered legends about spirits watching over the city.
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