The desert is like the sea, the sands shift ebb and flow and with them so does life. The tide is in ebb, and Xen'da'rik is dying.
The shining city of glass and mirror within the forboding Karikun desert. Welcome to the home city and birthplace of the Ouzquin Dremorix.
City of Kings, City of Angels! Baisaltir welcomes all!
"Greetings travellers! You must have had a harsh journey through the desert."
"We didn't see this city was on the map."
"We're just a few like-minded folks trying to keep the world out."
"How many people live here?"
"Just a few of us, and now you."
"Today the name Abydos belongs to a small town built on the edge of the deep desert, but this was not always so."
A hidden gem in the hinterlands of Calcobrina
A vast city nearly built in ages past by a long-lost race of giants. Now the vast stone structure contains no less then three seperate kingdoms.
Often called a jewel in the Imperial crown, Amar is one of the most beautiful cities in the Imperium.
The place where the Sun-Lord Tacontar first spoke to his flock, and centre of his religion, heart and soul of a nation.
Spires of crystals reach in the barren sky, glittering like the teeth of some long since slain carnivore god…
This is a city deep in the hills of old Aviansis. The path to Merideth is magically obscured, so only those with the pathfinder’s gift can find it. The city is still bustling with souls after all these centuries. They trade with each other, make deals, sell things, and even send messages. Unfortunately only a few of them have warm bodies or heartbeats.
The Yugzhee, or "hedgehog-people", guard a great, secret treasure inside their giant burrowed lair. The mysterious Wall of Keys, a 12'x10', foot-thick, cold-iron, "wall", upon which, on iron hooks, hang 100 ornate iron keys of all shapes and sizes. Each key opens some heretofore un-openable barrier, door, or gate, in the particular game world of choice.
The PCs have come upon a great boon, except for the fact that the keys cease to function properly if separated from the iron wall for more than a few minutes. Higher level characters will be able to figure out how to take the wall "with them" via magic. Lower level characters will have to get creative.