Crumble

Crumble is an Elected Kingdom on the continent of Dalmeran.

## Territory

Located in the southwest of the continent, Crumble is bordered by Calada to the south and Highgaroth and Wargold to the northwest and east respectively.

## Regions

### Blaeveran

The region of Blaeveran

8 cities? Possible conflict with Lepzinga and Estucion.

The region is composed of four Kurats, separated by the blessed cross river, which divides the region into four quarters, each quarter being a Kurat. The rivers are crisscrossed with bridges to facilitate trade and commerce between the 8 major cities of Blaeveran are guarded by garrison guards.

Four of the eight cities are placed at the farthest corners of the region, the other four being on the corner closest to the point where the blessed cross river forms an ex, each of the four cities being in the space between the segments of the cross.

## Major cities

### Tintazel

The capital of Crumble, a massively advanced city with sprawling automated industries, most managed by the Tintazel Energy Corporation

### Veryend

Location of the infinity orb, the Grandfather, the Colossal Black Soul Gem.

### Tzinchanzel

A bustling seaside city. Tzinchancel is surrounded by forests and serves as a commercial hub for the outlying settlements further inland, most notably the agricultural community of Attenvale to the east of the city and the mining town Soul Rock Quarry to the north. Trade comes to the city from these communities who are protected by Tzinchanzel’s considerable military capacities. Tzinchanzel has 6 sections, citygate south, citygate north, deadship port, deadship port east, well heap market, soul rock gate east and soul rock west.

### Frinovsk City

A forward thinking city by most regards, Frinovsk is home to several universities, such as the Dalmesh university college, it is also home to the sky ball tournament, in the Korodic Colosseum. The city is also the headquarters of Farnsworth Inventions, creators of the Calculon pump.

### Veryend City

A deep venue city, Location of the infinity orb, the Grandfather elf (mythological being), the Colossal Black Soul Gem.

## Locales

### Kander Facility

Home of the Alchefactorum, result of alchemical research into gathering aethyric energies over time and crystallizing soul gems in a small chamber. Currently this process is barely understood. It also is the site of the Turnskarr Assembly lines.

### Venomstone Mesa

Home of the Chronicers, the creators of Bionics. The mesa is riddled with secret labs that the Chronicers maintain to keep their research secret, although they will trade with travelers. Tinker guilds from all over the kingdom search for the Chronicers to learn of their secrets.

### Kander Facility

Home of the Alchefactorum of Mrkarthnd, result of alchemical research into gathering aethyric energies over time and crystallizing soul gems in a small chamber. Currently this process is barely understood. It also is the site of the Turnskarr Assembly lines.

## History

Garrison stealing: one Kurat would conquer the others garrison, leave troops, and then go to conquer the Kurat, most oftentimes, the other were doing the same, and turned from being bloody territorial battles, to a friendly competition, as the ultimate goal is for one Kurat to amass sufficient military might as to be able to hold and maintain all the garrison bridges leading to each Kurat, making them the effective Regal Thanes of Blaeveran.

Modern geography

Later the four centermost cities would join and become the unified city state of Marishen in what would become the fifth and chief Kurat of Blaeveran.

The Bathing of blood: the so called “emerald isles” (floating mineral extraction platforms chartered to no one, ownership is illegal but extraction is authorized with the Elected Kings support), randomly positioned themselves above.

Barons: Walkmoore Bigniss and Calugmane all fight for it, and the results are brutal. Sometime during the war, the Kurat was flooded by seawater, causing the mountain settlements to travel to and from one another via naval facilities. And this didn’t stop the conflict, between the three factions, even going so far as to fight the EK relief corps. The conflict was resolved when a race of enchanted water beings fought with the Dalmer, causing the Edict of racial preference to come into effect, and the barons banded together to fight the mysterious race, once the threat was eliminated, and the emerald isles floated to what would become the floating province. The EK then retracted his competition charter, and ordered the barons to help the relief corps until the flood subsided.

Death of Clans: this region is divided into seven Kurats, one underground and six above ground, with a large lake to the northwest. The regions are divided by the territory, the middle western Kurat is a marshland, the southwestern Kurat is a volcanic areas, the southeastern Kurat is a badlands, the middle eastern Kurat is a mountainous area, the north eastern Kurat is a snow forestscape, and the chief middle Kurat is a continental forested area.

The chief Kurat has eight cities, the others have two.

All access points to the underground Kurat dot the coastline of the lake.

This region’s main resources are lumber and ores, as well as 22 independent facilities spread evenly around the region

Chief Kurat city: Trantage.

Off to war: the elected king, tired of incessant wars between four regions, he decides that the four armies will fight for dominance of a single region, with limited units, the victor would inherit the other three regions plus the contested region. The victor would become an elected king of a small kingdom.

Discord streams: a commercial war between four thanes for control of the land crab and luxury resource trade in the area.

Warnings of a flash flood cause several Kurats to force their local populations into flood vaults until the flood subsided, despite protests from the independent facility operators who were moved without consent.

Prosperity isle pirates: a contingent of dalmer units were sent to wipe the region clean of this band, freeing up trade routes once again.

Sword of justice: a magical sword is created by underground dungeon lords, Dalmer spies discover this, and steal it to create tensions between them, and later conquer the dungeons for themselves.

Destiny’s hour: Slowly, the growth of a Kurats population causes conflict, expeditions are created to explore and exploit the regions mines.

A band of devils create a foul lair at the south of this region, enslaving the Kurats population, a preemptive strike is ordered to stop the spread of the devil's influence.

Should barbarians tread: an impressive army of human barbarians form and threaten several Kurats, the historical enemies band together and organize an effective response team to conduct guerilla and intelligence warfare on the barbarians.

The Mountain key: a friendly competition between two cities separated by a mountain, the first to reach the other wins, the competition is declared a tie (it wasn’t) and the two cities become and interregional city of influence.

Medallion coast: this coastline, is a main trade route. Tiny Ardin, is a fort that watches over the trade route, this fort was chartered and 6 Kurats bid for it, each trying to outdo each other with dubious and cloak and dagger style tactics.

Underground crusade: a massive conflict between the other races and the deep venue settlements to battle the surface dwellers.