Silver Gate is built behind a natural harbor upon six and a half steep hills. It leads to the hills and their silver mines.
The underlying terrain of the city defines it. It is a large, broad mound. This cluster is as strange to the Kerrenese as Venice or a sunken city is to most Westerners.
Payan is an ancient city that covers a huge area (40 some square miles), with over 4000 Temple and Religious buildings.
The entire city has a soft glow: the reflected back light from the massive light egg stone up the estuary.
The city of Chedru is one of the strangest Elventi cities in existence. It echos the traditional giant HomeTrees and catwalks between them of "normal" Elventi city. Yet there is no forest here. The Elventi were deposited here, far from the green trees and mountains of their traditional homelands. They have made their Way here.
Nestled between a plateu and a river that soon leads to the sea, is the Elventi city of Anshenestardaywadaden or more literally Place Between Sunset and Falls. This city has no purpose other than being beautiful. Anshenestardaywadaden is a riot of color, between Elventi magics and the near tropical climate, there are hundreds of beautiful flowers here. It is best known as a place of waiting for another perfect sunset.
The City of Thierry is colored by two key beliefs of the city people. The first belief is that the color red is the color of strength, prowess, and courage. The second belief is that the Darbeast is a creature of great spiritual power.
Keepr is a unique city, built upon a tall standing rock spire. This keeps it up above the floods, the worms, and the other “issues” that occur at ground level.
The city of Assalus is surrounded by a sea of deep green life. It surrounded by jungle. It requires magic and/ or constant attention to keep the roads clear to and from the city.
This Kerrenese town is of classic design. It’s strong walls surrond the Cluster on three side, a large rocky cliff side closes the square. The Warren is above the city, with a tourney ground on the plateu above it.
A Dwarven Holding contains a single clan lodge, holding 50 to 300 people of the same clan. Norhold qualifies as a Dwarven city, as it contains five clan lodges, and clan holdings (smaller places to stay) for the the nine other clans in the region.
Avon is the southmost city state in Thirdland, built in a natural protected harbor. The climate there is colder and wetter than most parts of Thirdland, so the buildings are sturdier and more utilitarian than in Amar or Antioch even.
Often called a jewel in the Imperial crown, Amar is one of the most beautiful cities in the Imperium.
Antioch is the most important city on ThirdLand. It is not the “capital”, that is Amar. It is not the “heart”, that is Avon. Antioch is it’s “Center”. It is where things “happen”. Antioch and its’ City State seems to be the “center of the modern universe”.
Every city (or town or village) expresses its personality (or the cultural personality of its people) and its identity through its buildings, roads, and other pieces of engineering. They are permanent expressions of the local culture.
In the words of the Great Bard Taslinus Excellencus . . . yet on entering The Embassy one is conscious of calm and complete beauty echoing the mood of majesty and peace that is the essential quality of The Valley and Greater Elven Kingdom. . . . against a background of forest and precipice the architect has nestled the great structure of granite, scaling his design with sky and space and stone. To the interior all ornamentation has been confined, and therein lies a miracle of color and design. The Ancient Elven motifs, primitive yet timeless, are supreme . . . . The designs are stylized with tasteful sophistication; decidedly Ancient Elven, yet decidedly more than Elf, they epitomize the involved and intricate symbolism of Man . . .
There has been a city on this site for centuries. Cultures/ societies have come and gone, but the city site remains as it is a crossroads. Those gone by have left their marks upon the city. The city has grown and fallen numerous times. The last time, it was nearly destroyed, yet a few pieces remain.
In the center of the plaza is The Bell. The large iron Bell is covered by a small slanted roof held up by four pillars. These pillars rest upon a square raised foundation. There are small stairs that lead up to the level of foundation. The foundation also has four strong iron loops towards the edges. If one does not know the two traditions, this arrangement makes no sense.
In the western part of the city is a large neighborhood. It is this good sized old walled neighborhood that gives the city is reputation for education, wisdom, and enlightenement. It is called The Quadrangles by locals and those of high education.
Coastside Park—the ultimate haven away from urban chaos—was deeded to the people over one hundred years ago out of the prescient notion that the city folk would one day feel overcrowded. The city has spilled over three sets of defensive walls and is now reaching water to water on its hilly sandy peninsula. This foresight proved invaluable.
The food that eats you back.
Creatures of nightmare, the thankfully rare Mesnoi have unique form and attributes. Only one Mesnoi at a time will ever be "encountered".
In appearance, a Mesnoi resembles a walnut-sized chunk of freshly-roasted red meat from some uncertain yet familiar, edible animal. The insidious creature camouflages itself quite appropriately whenever it can, by slowly making its way amidst feast tables and trays of roasted meats.
Once eaten by the unsuspecting, the Mesnoi sinks down to the stomach, reforming if chewed, and begins to lap up the gastric fluids, digestive juices, and bile that it craves, like a sponge.
The Mesnoi carrier will experience mild to severe stomach pains during this time.
After a few hours of this (this is the only time that the Mesnoi can be purged with magic, or other mundane means), the Mesnoi transforms into its true form inside its victim, that of a miniature, once more walnut-sized, pot-bellied, devil-horned, snake-tailed imp. This horrid little creature then begins to chew and eat its way out of the victim from the inside out with its tiny, razor-sharp teeth, like a rat forced to do so via torture.
The victim almost always dies a slow, agonizing death. That much is certain. The devilish imp then exits its victim and begins its seventy two hour existence of mischief and malevolence, until it once more turns back into a hunk of roasted meat with the movement capabilities of a snail.