Also known as aquastats or hydrostations, the submersible cities of the Eurasian Alliance
Once known by another name, the port city of Dragon's Wake suffered terrible tragedy, from which it is still recovering.
A Caribbean raft city
The jewel of the imperial shoal, this aquatic city is the emperor's seat of power.
A rough town which is haven for outlaws is a staple of all adventuring genres. In the fantasy genre the town of Crueloar provides places in which you can share a dinner table with a vampire or learn the ways of dark magic.
One of the few cities in the world where the ability to swim is more than just recommended.
An exotic and oddly beautiful city unlike any other.
Fort Port started as a military fortification on the mouth of the Antioch River at the Known Sea, three days West of Antioch (the city). Slowly a small community had sprung up around the Fort and its tiny port. After decades of watching for Wapti, the militia was pulled leaving the few River Clanners behind. The Rat Clan took The Fort for their own, making it their clan house. However things were not grand as the farming was poor and the fishing not much better. But, there is always ships along the waters here. A great deal of traffic in and out of the river and along the coast. And so many things seemed to just "fall off" the deck and docks in these waters… finding their way here. And well, someone has to sell them.
Port Reliance is a squalid little port town, a hive of pirates, murderers, thieves, brigands, and brawlers. The lowest of the low, the most desperate of sea-farers end up here sooner or later. Adventurers will fit right in.
Celedor by the River is built around the junction of the small but mighty Blue Arrow River and Rodean River. The City’s namesake is the well known Celedor of the Hill, a fortified city of great antiquity. In the annuals of history, Celedor of the Hill with its mighty fortifications and military history is well noted and frequently mentioned, but in the world today, its nearby sibling city Celedor by the River is more important.
To call TearDrop City a city is to be generous. It is one of the largest collections of SkyFolk on the north part of the east coast of ThirdLand. It gains its name from the TearDrop shaped rock on the natural set of the stone pillars not far off shore.
De Maddenville sprawls across a sixth of the island of Banhoesea, and was built when the De Madden Company was young, around a bay that provided a handy deepwater port for traders.
It is strange to have a city between two towns, especially when the two towns were there first and are “famous”, but such is the way of Sand City.
Sodius is The White City, known for its White Gold - Salt.
Bridgedale is the most magnificent walled city in the Marches. It is a sprawl on both sides of the Nargwal. The city continues to grow outside the city walls. The inner cities on both sides have three walls with the river closing the square. The walls are tall structures of masoned riverstones. The same multicolored round stones are used in almost every building in the city.
The city of Kaldarien is a bustling port on the Isle of Wildenmeer, often called the isle of the twin duchies, and is the capital of the southernmost duchy.
The City of Walkabout Creek is based within the only pass in the Mountians of Quartz. All around it is a sixty foot wall of solid but perfectly clear quartz.
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 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.
The air had grown chill the minute they descended into the strange valley, which was unmarked on any of their maps. It was so strange here, devoid of animal life and completely silent. The horses were nervous the entire journey through the vale. As they set about to collect firewood for the campfire they could hear their own voices as dim echoes through the eerie silence.
The food didn't taste anything that evening and their sleep was cold and troubled by nightmares. While they are clearing camp the next morning, one of them stumbles over a piece of stone jutting out of the ground nearby the horses. On closer inspection there seems to be runes engraved into the polished surface. The symbols true meaning is no more known among mere mortals and if they decide to dig deeper, they will discover that it is an ancient altar buried within the soil.
Any historically oriented party member will recognize the largest symbol to be the insignia of the powerful warlock who ruled this realm several centuries ago. At their departure from the area, something will seem amiss with one of the party members and all will remember the stories of the warlock's thousand curses.