The empty shrines of a god so old, all but his name is forgotten.
Of old, this city was the home of a coven of the Sarkukai, foul devotees of Sarku, Lord of Worms, the God of Rising From The Grave. Though they were driven out, the city remains tainted by the memory of that ghastly cult.
The Great King long ago ceased attempting to police the wastelands of his Border Marches, and these debatable lands fell into the hands of petty counts, retired generals, and warlords, who constructed and then abandoned many keeps ripe for plunder.
The Yughort were the fathers of the steppe civilizations, rulers of the first nomadic empire of the plains. Their signs can still be found, including their conical burial towers.
Bardag Ol lies in the midst of the Adaz Pass, on the Great West Road. A product of a mixture Old Sohari architecture and frontier pragmatism, it is an interesting blend of sophisticated pomp and grizzled realism.
Arshii’j Daru is the capitol of the empire of the Daruni, a jungle state lying to the south of the Holy Land, and home of a staunch Qoruxi state. Waves of invaders have enriched the culture and history of the state and created a powerful kingdom capable of withstanding both the assault of the Qoruxi raiders of the Holy Land and the assault of the Meixingu Holy War.
-WARNING: VERY LONG AND VERY COMPLEX-
Punampu, who’s inhabitants call it the Anciently Dignified and Resplendently Aged City of the Punampu, was originally a very large and splendid city, the capitol of a forgotten kingdom, which, in age, has declined to a somewhat less grand state.
Anorrus, capitol of Marcosia, lies along both sides of the mighty and wide Rhenus River.
The Plaza of Tarnished Entertainments is a large, circular plaza, built in the formerly-affluent Saeppellion district of Hartacon, capitol of Mysia.
Built to house riches that never came, the ironically-named Treasure House now lies in tumbling ruin.
Where is the Land That Forgets? Nobody can remember…
The beautiful garden underground in which the Understar and her 9 Monsters are imprisoned.
In an ancient cycle of time, an empire of sun worshippers ruled the world from their great holy city.
A popular roadside establishment in the verdant hills and fields of Stalimsoth, the Red Rakda is famous for it’s namesake, and also as a meeting place for the secretive Blue Cloaks.
The Merchant Crustaciano, a bizarre crab-like being, runs a famous trading center from an muddy island in the Middle Sea called the Isle of Crustaciano, a name which makes merchants and moneylenders everywhere salivate and tremble with greed.
In the thick, swampy jungles of the south, the oldest and greatest city of Lizardfolk rises majestically over the forest canopy.
This, the largest and most populous city in the world, is a port ruled by thieves, murderers, and crooks.
After the PCs defeat (or force the rapid retreat of) a villanous necromancer/demon summoner, they discover a book. This book outlines how to summon a demon whose power increases according to the size of the summoning circle used to summon it. And after the PCs examine a map of the country, they find that the layout of the cities and roads match up with the required summoning circle. In fact, the final road that would complete the circle is currently in construction.
With anyone who can find out about the circle and the ritual to summon the demon able to somehow make the final road/line, and destruction of the cities and roads currently in existence out of the question (unless this is an evil campaign- that removes the moral quandary), how are the PCs going to solve this problem?