Come, join in our discussion. We're composing a list to categorize the different lunatics that spill their inane natter here. You fit in where did you say?
The Sanguis Islands is an archipelago nation. Dangerous to sail through them, the people who live there are self-sufficient, independant, stuborn, and resilient.
A grab-bag of draconic goodness, ready to plug into a variety of settings from Steam-Punk to Modern to Fantasy.
"Aye, I've been to Bloodmaw. Its out in the ocean, and lies right on the Abez-Evetepor trade route. Or at least where the trade route would have been if it wasn't for Bloodmaw. Its this maelstrom, perpetually spinning and swirling, abou' 50 yards across? And the sea around the whole thing is a deep crimson. The color of blood. And around the whole thing is a storm. Some days the Bloodmaw is sated, and isn't as violent. But some days ye can't hope to survive. On bad days it can take a ship that a mile away. Thank the gods that it didn't take me."
-Old Gerald, man in the pub
One of the largest and most famous cryodetention centers operated by Creative Incarcerations Corp
An overview of the environs and settings of the Cosmic Era on a meta level
An underground club, meeting place, and fortress
"Reills. E'en the name makes me shudder. That there is unholy ground, cursed by most gods. Not even the demons and devils and the incarnations o' evil dare step foot there. Reills. You know me, I think money likes it in my pocket instead of wherever else it is. But, and I've heard rumors that say this, if theirs treasure on that ground, it ain't going in my pocket on pain o' death."
-Old Gerald, man in the pub.
"Aye, Averoth! Land of banditry and corruption. Not a place for the faint o' heart, let me tell you. So's me and me mates went for a spell in them plains. We was lookin' for treasure, see, and them rovers and corrupt barons had it. So's we went, killed a bandit or two, maybe a couple o' orc tribes, and we made a fortune. 'Course, when we hit the Capital, we lost it all to thieves, hookers, and drink, but still, the memory of the weight of that sack..."
-Old Gerald, man in the pub.
One of the largest and most important military bases of the Atlantic Federation
30 locations of interest in the Cosmic Era
City of Kings, City of Angels! Baisaltir welcomes all!
Inns and taverns give everyday citizens somewhere to go to relieve the stress of a hard day, to meet with friends, and to get stinking drunk.
Each town has a House of the King. This is the main one, and by far the largest, set in the heart of the capitol's temple district.
Don't be fooled by their size and their somewhat intrusive wit, they're the best cooks you can find! - Ulrich Seidenhemd, Chief Magistrate of Neureik.
Telchar, the half Orchish ruled planet similar to planet Earth.
The island city state of Seng Chiu is perhaps better remembered as Singapore
A dangerous, alien plane where glowing frog-slimes slither and slurp, metal-skinned bird people rebuff diplomacy, and only the endless subterranean tunnels are safe (just mind the gravity-bending moles). Visitors will have to skulk around in the dark to avoid the curse carried by the sunlight. Because (have I mentioned?) the sun is the source of a powerful curse--one that covers the whole planet.
The People of the pocket realm of Brocschtal are simple folk who live as they have for thousands of years. Farming the land, raising sheep, getting in the occasional brawl. And fighting off the infernal attacks of ghouls.
"Living in a town that sits on a dimensional nexus can wear thin after a while. It's not so much the crawling shadows, bizarre weather, or late night visitors from places that never existed; but carrying on with your normal life and trying to act like nothing out of the ordinary is going on in your little corner of the world that gets to you."
A small rural town with surreal secrets, that happens to be situated on a dimensional crossroads, suitable for modern day supernatural/mystical/horror campaigns.
Dwarven Mountain Pony - a small, and hardy animal well suited to living in the mountains and highlands. Able to subsist on grass and brush, with hard hooves, and nimble feet. The dwarves use them as pack animals, and to pull ore carts, and to drive bellows for their furnaces. Never ridden as dwarves like to keep both feet firmly on the ground. As stubborn and tough as the dwarves themselves. Also only about 12 hands tall (1 hand=4 inches)