In case your players need to find themselves a city to live in

  1. Moonmourne, city of the civilised werewolves. Moonmourners are known for their secrecy, insularism and stand-offishness. They reluctantly welcome visitors for trade and cultural exchange. However, the city is notorious for its lack of inns and boarding-houses. Moreover, outsiders are strictly banned during the monthly ceremonies of civic renewal when the city’s silver gates are barred and bolted. Only Moonmourne’s cursed inhabitants know the truth.
  2. Borderkeep. In the distant past, it was a remote frontier outpost. Nowadays, it is a sleepy provincial town haunted by the ghosts of humanoids who fell victim to a bloody genocide centuries ago.
  3. Xanadon. Once a stately pleasure dome built for a great centaur Khagan, squatters have turned its verdant fields and canalside terraces into a vast shantytown.
  4. Last Solace. The pilgrims of the True Light faith are expected to visit the site of their founder’s martyrdom deep in the frozen wastes at least once in a lifetime. The volume of pilgrims, all needing food, accommodation and supplies to complete their harsh and dangerous journey has led to an oddity of urbanism: a bustling city amidst the lonely desolation of the tundra.
  5. Longfirth-Caggedon. The amalgamation of these two neighbouring cities was destined to fail even as their mutual expansion made it increasingly difficult to tell where one ended and the other began. Three years after the unification of the towns the citizenry clammer for the return of the old separate municipalities, leading to frequent outbreaks of violence between Longfirthers and Caggedonians. Any such restoration of the old status quo is likely to be complicated by claims over the most valuable real estate in the chaotic and porous sprawl between the limits of the old cities.
  6. Cathair na nÓg: Visitors to this lively and vibrant port-city can’t help notice the youth and beauty of its denizens. This is not coincidence but demography by design. Upon their fiftieth year, each citizen of Cathair na nÓg must depart and seek their fortune elsewhere.
  7. Hardt’s Liberation. Contrary to popular belief, dwarves do not like the underground, despite their undoubted skills in mining and tunnel construction. Time spent in caves and tunnels only serves to remind them of their millenia-long exile beneath the earth’s crust when their bodies and culture separated from the rest of humanity. Hardt’s Liberation, built upon the spot where the first of the Dwarven pioneers broke free from the underworld, is a monument to this painful history. The construction of basements is strictly prohibited. All water must be supplied by overground aqueduct with the digging of wells punishable by heavy fines. No free dwarf should suffer the indignity of an earthen ceiling.
  8. The Crossing. A stunning feat of engineering: an ancient and cyclopean bridge extending a full four miles over the waters of the Palmyrene estuary. Commanding a key chokepoint on the kingdom’s main trade artery, the bridge is dense with shops, houses, and urban gardens, all of which prosper from the never ending demands of merchant caravans.
  9. Volstone: The notoriously superstitious Volstonians have codified their folk beliefs into a harshly-enforced civil code. Those who pass beneath a ladder are punished with forty lashes. Failure to cast spilt salt over one’s shoulder means a week in the stocks. Any resident caught harboring a black cat is fined and exiled. Mirrors are forbidden within the city limits in case they should break and damn Volstone’s prosperity for the sake of one citizen’s vanity.
  10. Port Liberty: Most of the convicts sent to the penal colonies of Maharaz die within the first year of their sentence, eaten by the endemic giant crocodiles, felled by disease, or kidnapped by the mysterious entities who haunt the darkest and most inaccessible depths of the malarial inland swamps. A small few survive and, their sentence completed, are offered the chance to begin their lives anew as free colonists. Most of Port Liberty’s population are such former convicts. Unsurprisingly, the town is a dangerous place, governed by a mayor who was best known as a pirate and serial killer in his homeland.
  11. Urgu, the vanishing city: Upon the death of a khagan, the centaurs convene a great kurultai to determine his successor. For a few short months, a great city springs into existence upon the steppe. Gers and even structures of wood and stone are hastily erected to attend to the needs of the participants. Trade flourishes as the khans and their baghaturs abandon war for politics and trade. Once a new khagan is elected, the city is ritually burned to the ground and the steppe becomes silent once again.
  12. Golgora: The ancient capital of the eastern elves was long thought lost or destroyed until a group of shepherds, led astray by thick fog, stumbled upon the ruins of the great metropolis two winters ago. Finding fertile land and plentiful food, ‘Lost’ Golgora is becoming swiftly repopulated by adventurous settlers. The mystery of the city’s sudden abandonment centuries ago is yet to be solved. Some whisper that the mysterious evil that destroyed the city’s original inhabitants is not dead but slumbering, and that it is only a matter of time before the settlers of Golgora meet the same dark fate as their ancient predecessors.

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