Cities
Leaders Cities
Geographical Legend
Geographical Names Points of Interest
General Map
Burrow
Hamlet: 200  (100% dwarves) 100 gp limit (500gp on armors)
True Neutral (Democracy)
Laws:  Citizenship allowed only to dwarves, 3/4 majority needed to pass laws
Gods:  Rhodes, Decima
Guilds:  Blood Brothers, BSA

Burrow is one of the 5 mining towns located in the the Shadowcasters.  It is a town of isolationism, as can be observed from its "dwarf only" population laws.  Though they greet outsiders well enough, they do so only for trading, not out of kindness.  The town revolves around the various ore deposits in the area.
Dig
Village: 800 (70% dwarf/10% human/10% halfelves/5% halfling/5% elves) 200 gp limit (1000 gems)
Neutral Good (Republic, one member of each race is voted onto a council)
Laws: Very lenient laws on everything outside of murder and the like.
Gods: Rhodes, Kalu
Guilds: Blood Brothers, BSA, FAITH

Dig is the friendliest and most open of the 5 mining towns.  It encourages members of all races to take up residence, and there is plenty of work in the mines for strongbacked males.  Being that it is still a relatively small town but quite prosperous, there is little crime here.  Most mines in the area are gem mines of one type or another.
Mine
Village: 500 (60% dwarves/40% humans)  800 gp limit
Lawful Evil (Plutocracy)
Laws: Tolls for non-citizenry to enter and leave town, exorbitant taxes
Gods: Sindarius, Elaadon
Guilds: BSA, Blood Brothers, The Cycle

Mine is a town founded on greed.  To be fair, all the local towns were based on the potential of the mines, but none had the pure, unadulterated avarice of those who founded Mine.  Those who live there are solely concerned with increasing their already ludicrous amounts of wealth.
Quarry
Hamlet: 300  (50% dwarves/50% gnomes) 100 gp (500 gp for alchemy/artifice)
Chaotic Good (Dilbertocracy, rule by the most technically incompetent)
Laws: Complex patent laws for inventions, slightly convoluted hierarchy of power
Gods: Yuki
Guilds: TC

The citizens of quarry are constantly seacrhing for ways to make their lives more efficient and effective.  They welcome outsiders for any innovations or viewpoints they offer, as well as any spare parts they may have for sale.  Magic is not shunned, but it is not respected as highly as artifice.  People who have little technical proficiency are left to take care of the "minor details".
Unearth
Hamlet: 250 (50% dwarves/20% drow/20% monstrous humanoids/10% undead) 150 gold limit
Neutral Evil (Dual Dictatorship, one fighter and one mage)
Laws: Martial Law
Gods:  Elaadon, Novita
Guilds: Graven Expirators, BSA

Unearth is far apart from the other 4 mining towns (and all other towns for that matter)  The citizens of Unearth dug too deeply, and discovered a dying race of drow that quickly incorprated themselves into the town.  The drow use necromancy to keep a contingent of undead servants around.  The mining operations uncover strange ores, as well as the ruins of ancient civilizations.
Nivecerrion
Small Town: 1000  (80% Humans/20% Assorted Humanoids)  800 gp limit
True Neutral (Albeocracy, rule by the whitest)
Laws:  Standard
Gods:  Drevix, Decima
Guilds: BSA, Blood Brothers, FAITH, TC

Nivecerrion is the only town in Everwhite, and it is a town consisting almost entirely of albinos.  For reasons not entirely understood (though it is assumed to have something to do with the Underverse), albinos are not only attracted to this region, but people who spend a significant amount of time in the area become paler and paler.  Children born here are albino to varying degrees.  Though the town is welcoming to outsiders, most travelers don't stay long for fear of being "infected".
Copelan
Large Town: 2000  (70% Humans/20% Half-Elves/10% Elves)  3000 gp limit
Chaotic Good (Floating Council- 10 members randomly elected to rule for one month)
Laws:  Any and all laws are subject to change by coucil vote (retroactively if desired)
Gods:  Kalu, Ayre
Guilds:  BSA, FAITH, TC

Copelan is one of two cities that came into being via civil war in the former town of Frontier's End.  50 years ago, Frontier's End was located at the edge of Peaceful Pines, which few people were willing to cross.  Two powerful factions, one lawful and one chaotic, ruled Frontier's End together, harmonious despite their differences.  However, a hideously strong tornado from Peaceful Pines, bringing a cloud of Ignis Weed with it.  This ignited a 5-year civil war that ended with Frontier's End being destroyed, and Copelan and Sectamoli being formed.  Copelan was formed from the chaotic citizens, and their descendants carry on these tendencies today.
Sectamoli
Large Town: 3500  (70% Humans/30% Elves)  4000 gp limit
Lawful Good (Monarchy)
Laws:  Very numerous and complex laws (Knowledge local or Int check of 20)
Gods:  Rhodes, Drevix
Guilds:  BSA, TC, FAITH, BB

The lawful counterpart of Copelan, Sectamoli is much less isolated town than Copelan.  No true bitterness or hate exists between the two towns, but the citizens tend to stay in their own town.  Sectamoli is the largest town west of "the border" (Peaceful Pines), and thus is the center of most moderate commerce.  Sectamoli employs a respectable army to enforce its laws as well as defend against the monsters of Peaceful Pines.  The current king has a good relationship with the citizens Ocupax, and provides aid to them as necessary.
Ocupax
Thorp: 50  (60% Half-Elves/15% Humans/15% Elves/10% Halflings)  30 gp limit
Neutral Good (Independent- no governmental structure)
Laws:  Standard
Gods:  Kalu
Guilds:  The Cycle

Ocupax is an extremely small town, cinsisting mostly of rangers, druids, and the occasional barbarian.  Most of the population act as guides through Peaceful Pines, the most dangerous part of Oriensolum.  The town is completely self-sufficient and relies very little on trade, as it produces very few excess goods.  The guides charge travelers according to their means, but never demand exorbitant prices.  In fact, most prices are non-monetary, such as aiding in the town farming, or hunting a monster that has escaped from Peaceful Pines (if the travelers are adventurers).
Somnofaust
Small Town: 2000 (90% Human/10% assorted humanoids) 1000 gp limit (3000 for religious items)
True Neutral (Council composed of highest-ranking cleric from each of the gods)
Laws:  Illegality of actions are dependent on the religion of the perpetrator
Gods:  All
Guilds: FAITH

The HQ of FAITH is also home to approximately 2000 people.  Most of the population is employed by FAITH in one way or another, whether to provide food, build lodging, or process paperwork.  All major grievances of an inter-religious nature are heard here, though the waiting list (depending on the case) may be weeks.  It should be noted that in Somnofaust, no divine magic works, being that it is in the Center (see POI).  This effect lasts until one travels approximately 10 miles away from the city.  Because of this, scientific medicine is practiced to great effect here.
Laesio Lesio
Hamlet: 300 (100% Ogres) 50 gp limit (200 gp limit relating to scholarly materials)
Lawful Neutral (Ruled by winner of the annual debate tournament)
Laws:  No religious activities allowed; all travelers must contribute to town knowledge or leave
Gods:  None
Guilds: BSA, BB, Graven Expirators (unknown by most citizens)

A few centuries ago, a large contingent of ogres decided, through an act of supreme willpower, to become pacifists and leave Peacful Pines.  They founded Laesio Lesio, and based it entirely on rationality and logic.  The citizens quickly came to the idea that the so-called "gods" were just mortals of extraordinary powers (though hardly anyone but the ogres actually believe that theory), and thus found it rational to be atheists.  Most of the ogres pursue lives of philosophy, but find time for practical pursuits (such as farming) as well, and in fact many find that it complements their studies quite well.
Mitigoton
Village: 600 (100% humans) 200 gp limit
Lawful Good (4 tribes, each with one chieftain; each tribe determines rulership differently)
Laws:  All able-bodied citizens must participate in war against the Scaled Ones
Gods:  Kalu, Sindarius, Decima (not for alignment's sake, but for elemental portfolios)
Guilds:  None

The four tribes of Mitigoton were founded in an effort to contain the evils found in the Scaled Jungle.  The four tribes are based, respectively, on the four positive quasielemental forces (lightning, mineral, radiance, steam).  All four tribes are completely friendly and allied to one another, even those belonging to "rival" elements.  Due to its out-of the-way location, small size, and its warring conditions, few travel to Mitgoton unless seeking some elemental expertise.
Guivre Tribe
Village: 500 (60% Yuan-ti, 40% assorted reptilians) 300 gp limit
Lawful Evil (Dictatorship)
Laws:  Yuan-ti are the "elite" class, all other reptilians are subservient
Gods:  Ked, Novita
Guilds: Graven Expirators

Though there are several minor Yuan-ti tribes located in the Scaled Jungle, the Guivre Tribe is by far the largest and most powerful.  Grim-Grin Guivre is the current leader of the tribe, and rules with an iron fist.  Bloody sacrifices to Ked are made on a weekly basis.  Non-reptilian visitors are captured (if not killed) on sight, and scaled strangers are highly untrusted.  Most of the tribe's energies go toward planning the destruction of Mitigoton, but so far they have only succeeded in a stalemate.  Much internal conflict exists between the families in the Yuan-ti tribes.
Cacbac
Village: 400 (100% goblins) 200 gp limit
Chaotic Neutral (Nearly constant changes in leadership hierarchy and structure)
Laws:  Nearly non-existent
Gods:  Ked
Guilds: None

Cacbac is the largest of the three goblin towns of the Brim, though that really is not saying much.  The goblins here use large cacti, which they carry on their backs, as their primary weapons and tools.  "Cacs" are just as likely to rob a traveler as they are to trade with him, depending on the current politcal climate (read: how hungry they are).  The few shamans and clerics that exist in the goblins ranks are the closest thing to stability that the goblins have.
Yakpak
Hamlet: 200 (100% goblins) 100 gp limit
Chaotic Neutral (Nearly constant changes in leadership hierarchy and structure)
Laws:  Nearly non-existent
Gods:  Sindarius
Guilds: None

Yakpak is Cacbac's close neighbor.  Since all cacti are claimed by the Cacs, the "Yaks" decided to breed animals that would aid their survival in the desert.  They called the creatures pakyaks, which are a cross between a camel and a yak.  The Yaks are quite proficient riders, and have been known to stage effective raids with their pakyaks.  Yaks are slighly calmer in nature than Cacbacs, and many travelers who find themselves forced to make contact with the goblins will choose Yakpak over the other two towns.
JackShack
Hamlet: 150 (100% goblins) 75 gp limit
Chaotic Neutral (Nearly constant changes in leadership hierarchy and structure)
Laws:  Nearly non-existent
Gods:  Reid
Guilds: None

JackShack is home to the rejects of Cacbac and Yakpak.  The goblins found here are either mutants (even by goblin standards), social outcasts (even by goblin standards), or dangerously inept (even by goblin standards!).  Explosions, ranging from firecrackers to bombs, are not uncommon at any time of the day.  Many "Jacks" spend their days refining brimstone and other explosives, whether it be for combat power or just for fun.  There are a few goblin tinkers in JackShack who are quite good at what they do, and if there are leaders in JackShack, it is them.
Paradise
Large City:  18,000 (65% Humans/20% Halflings/10% Gnomes/5% Half-Orcs) 50,000 gp limit
Neutral Good (Dominusocracy; rule by council made of Masters of the major crafts of the city)
Laws:  Extremely difficult to attain citizenship due to large demand to live in Paradise
Gods:  Kalu, Rhodes, Drevix, Ayre, Yuki, Novita (rarely)
Guilds:  FAITH, BSA, BB, TC, The Cycle

Paradise is quite aptly named.  Those who live here enjoy a high standard of living, for the lush plains of the Golden Grasses provide marvelous bounty.  Paradise is easily the largest city is all of Oriensolum, and most towns in the area can only dream of the goods that it has available.  Craftsmanship has been taken to new heights here, as the governmental structure is ruled by Masters of each individual craft recognized by the Paradisian Constitution.  Travelers come from far distances to buy a superior weapon, or perhaps to view the latest piece of art.
Thelerons-Mor
Small City:  5,000 (90% Dwarves/10% Gnomes) 15,000 gp limit
Lawful Good (Bidding takes place for rulership; length of rulership depends on contract)
Laws:  Strict laws governing mining and use of true gold
Gods:  Rhodes, Yuki
Guilds:  BSA, TC, The Cycle

Long ago, dwarves discovered a large vein of true gold upon which they founded a town.  Over time, the dwarves were subtly marked by their proximity to the gold (streaks of gold through their beards, tougher skin, etc).  They mostly use their gold for weapons, armor, and tools.  They guard their gold quite jealously, and outsiders are watched carefully, but are welcomed to trade nonetheless.  Currently, there is a cold war of sorts between Thelerons-Mor and Laesymalaer, for both towns desire the other's true metal to add to their own,
Laesymalaer
Small City:  6,000 (80% Elves/20% Humans) 15,000 gp limit
Chaotic Good (Rulership determined by secretive, complex ritual involing true silver)
Laws:  Intimacy between elves and humans forbidden
Gods:  Rhodes, Ayre
Guilds:  FAITH, BSA, BB

Approximately the same time that dwarves found Thelerons-Mor, elves founded Laesymalaer on a similar cache of true silver.  The elves find the dwarves' use of their metal barbaric; they use true silver for silverware, jewelry, art, and the like.  The elves have been changed by their true silver, just as the dwarves have been changed by their gold, and it is not uncommon to see an elf with silver, pupil-less eyes, for example.  Laesymalaer is closed to the general populous, and special permission must be granted in order to gain access.
People's Palace
Small City:  10,000 (60% Humans/15% Elves/15% Dwarves/10% Half-Elves) 20,000 gp limit
Lawful Neutral (Communist, psuedo-ruled by Brother Friendly)
Laws:  No private ownership
Gods:  Decima
Guilds:  FAITH, BSA, BB

Where most people saw a desolate tundra, the druids of the future People's Palace saw potential.  For centuries, they have terraformed the ice and snow into grass and forest.  This is a time-consuming process, of course, but they have cleared away enough area to make a city.  Those who are weary of greedy dwarves, condescending elves, and violent humans are welcome to come here and co-exist peacefully.  Brother Friendly is the unofficial leader of The People, though the only rule is communal ownership.  The official deity of People's Palace, strangely enough, is Decima, where most would expect Kalu to rule.  Decima, however, gave The People the discipline they needed to stay together as a cohesive, functioning town.  Also, Kalu does not appreciate the terraforming that takes place on Mephice, whereas clerics of Decima can say that they are balancing nature.  Recently, Blue-ice golems have attacked the town, though no one can say for sure how they were animated.
Hosted by www.Geocities.ws

1