Great Cities

HighHall -
The city was built on a large hill surrounded on both sides by the Mansfell River, the only large river in the Human Lands. HighHall is surrounded by the Daybreak Wall, a large ringwall encircling the city and the Dawnflower Fields. This wall was built after the Ever Fort fell in the Gods War and HighHall was made into the capitol. The central fortress overlooks the rest of the city, which has extended into part of the river to accommodate its size. Surrounded by farmland, it is also the center of Human trade. The Great House Sentinels Hand hold the central Citadel, and therefore greatest authority over the city. Uncommon knowledge - HighHall

Dawns Grace
The central city for the Red Lotus Great House, Dawns Grace was built amidst the windy fields of gentle grasslands and is truly an architectural curiosity. Its elegance is matched by the backdrop of modest hills which have helped shape the city to what it is today. Within the outer walls, various large houses are scattered outside the central castle gates. Surprisingly, even the rich are comfortable with living outside the gate of the central castle as well. The massive central citadel has clearly stood the test of time, the rocks of the walls are aged and vines and plants grow inside the cracks, but this castle will last for ages to come. Lush fields of crops surround the outermost town walls and provides the inhabitants with food all year round. The town itself has been improved dramatically over the ages, and though some parts of the city are clearly newer than others, it appears the inhabitants are determined to keep their township as modern as possible.

Angolville
The great port-city in the South-East - Greatest library in the world, even among Drylanders - Great many things for sale from the GodsWar - Some farmlands, mostly rely on fishing

Almerry:
Large trading city along the main road through Stormlander territory, bandit problems, occasional attacks from pirates venturing inland, close proximity to two Godless Hives means higher population of both than other cities, most of the city is suspended high off the ground on the massive Stormlander trees. Some fortification.

Rye:
The second 'Trade City' of the Stormlanders, focused mainly on logging and preparing timber for transport by Orcs, absolutely monstrously large as a city, physically the largest city in the world, general lack of fortification.

Khalfani:
Held by Eclipse - Great fields of Khalfani are a mixture of drugs (opium) and expensive plants that grow in their climate, complex irrigation ditches bring water all the way from the mountains as it rains very little, city is an 'Arabic' wonder of the world, great many places of prayer/worship, large slave market but not largest, great grainhouses and storehouses, many smaller mines also nearby provide the much needed metal, decent fortification

Senb:
Held by Sacred Sun - Some fields of drugs (opium) and expensive plants, but mostly food crop as city is by a river - large wondrous buildings not usually built by mortal hands, temple of the sun the largest building in the world, some nearby small mines supply precious metals, largest slave market in the world, decent fortification

Sekhmakh
Both Eclipse and Sacred Sun actively vying for influence - closest to the Elven border in the South-East, mostly food crop as there is a river nearby, a few new wonders are being built, strong fortifications, great many slaves pass through the city but are not actually allowed to stay.

Salistile:
The largest 'city' of the orcs, actually very few fixed buildings, mostly tents of impossible size, largest bazaar in the world with goods from all over the world (barring slaves, though Whitesmith contracts are still allowed), situated on the far side of an enormous river you must travel by boat to get there from other lands. No real fortification, other than beast-barriers. All races welcome to come trade, as long as you have the money to spend you will certainly find what it is you're after!

Barcenes:
A secondary trade 'city' on the land-side towards Drylanders and Humans, the prices are higher here as many cant be bothered travelling over to Salistile. Sitting at an astronomically large estuary it's a common place for Orcs travelling to and from their lands to stop - unfortunately, the city is very close to an ancient battleground and suffers Voider attacks and Taint problems, moderate fortification (for Orcs)

Armatrov
Only stories tell exactly where Armatrov is to most peoples, though it is said Waterfield are in contact with them - The greatest hold of all Dwarves, and said to be the seat of their Godess on the World, said to be an entire mountain they themselves hollowed out (like a volcano), many wild theories talk either of a vast horde of tainted dwarves holding the city, or armed-to-the-teeth warriors waiting to crusade down against the humans. Whatever may be the real case, newly made dwarven goods can occasionally be spotted in foreign markets bearing the makers mark of peoples from Armatrov. Fortification impregnable by mortals.

The Summer Throne:
Located somewhere in their 'northern woodlands', the Summer Throne is a worn out ghost of what it once was. Whether by magic or trickery, it seems that when Qazam forces near the city, it moves, or disappears. Tall asiatic temples and small palaces can be found across the entire city, though it is unclear how many actually live here. The city seems to disappear entirely in Winter, along with its population. Fortification, magic?

The Aether Throne:
Located in the central woodland in the Southern Wood Elf lands, the large Aether Throne still holds great power and magic despite the death of their god. Though the source of their power is unknown, taking ships too close to the land near isle the Lucent Throne sits on is a death sentence, as some kind of great magic falls upon any such vessel. Fortification, powerful magic?

Arkvit:
Deep in the misty swamps of their now ruined homeland, Arkvit is a heaping ruin of a once great city. Half-swallowed by swamp, poor, subject to the yearly Flood, something keeps the locals from leaving for better lands. Fortification natural swampland.

Dusthall
Located between Stormlanders and Qazam, it was once the capital city of the Skinwalkers, and though their lands were fairly small the city was once beautiful and prosperous - Now a worn down half-ruin, the shanty towns are filled with all kinds of Godless - The ruined walls and newly-heaped flood barrier still provide a modicum of protection. They collect a high toll on all Noble Races passing over the only remaining bridge into their territory. Ancient battlefields scattered across the territory. A general malaise hangs over the city.

Ebongrave:
Ebongrave - Haunted lands of the Oni, if you were to find any unturned Djinni it is likely they have taken refuge here. Though their land is vast, Ebongrave is the last 'standing' city of the Oni as the rest were razed, many past battlefields scattered across the land. Ebongrave also heavily tolls the major bridge through their land. The city itself is a poorly repaired ruin, but considering the lack of masons and carpenters, it's doing 'well'. Very little, however, can be grown that is fit for consumption here - and so fishing in the frequently pirated bays of theirs is the main way to feed the city. Hatred of Nobles runs deep in the city, but not blindingly so much that they will not trade.

Graveholm:
Sitting in the absolutely devastated lands once though to be the Goblin Forests and Ratmen grasslands, Graveholm is the last standing city of outright resistance to Nobles. Though for their own sake some minor trade done with the smaller Orc settlements, it is not uncommon to hear of raiders that made the long treck from Graveholm to other lands. Those that do see the city will find relatively maintained high walls and sentries. The city itself is populated by all sorts of Godless, and only the locals know how to arrive to the city safely through the dozens of ancient battlefields that surround it. The Whitesmiths also claim to hold office here. It is unclear how the city feeds itself, outside of what little trade goes on with the Orcs and Whitesmith charity.