While the vast majority of peoples live in rural towns and small farming communities, it is the Cities of the realm, with their open markets and their busy streets that seem to hold a gravity of their own, drawing in wanderers from across the land. It is the city where power in politics and in wealth is most immediately demonstrable by those that wield it. Cities are like the heart of a horse, driving life through its body, without the heart the beast will die, but without the vast spans of flesh and blood, the heart is nothing. Each requires the other to live. Some would argue that the City States of the Salt Barons defy this theorem, but are not all of the lands and states in the Promethean Realms their beneficiaries? Are they not dependant themselves upon the wealth of these many lands? And so it si, city dependant upon country, country dependant upon city, for al of time since city and state were born.

It seems every state can lay claim to a great City, though it is generally agreed that Kron can lay claim to two or three. The following is a list of some of these, in no particular order:

Phillip’s Hold – capital, Kingdom of Phillip

Lord Phillip of Brookshire was the last of the great Warlords of the past to leave the Steel Plains. He and his wards alone held back the frothing forces of unknown murk as the exodus took place. Many believed he was not truly for a united land, and so spoke ill of him and his. Even to this day, the Children of Phillip are seen as backwater imbeciles to the lofty artesian purity of the citizens to the East.

This history is richly reflected in the stone courtyards and gardens of Phillip’s Hold. While still a fort first and foremost, the city has some of the most skilled masons in all the realms. The predominant architecture quotes the war-torn past with crenellations, murder-holes, corner-towers, archer’s crosses, draw-bridges, moats, and the like.

Kron – capital of Kron, center of the Promethean Realms

This is a sprawling metropolis of perhaps several square miles. While not as dense as the more militarized cities, it is nonetheless populated beyond all other cities in the known realms. In Kron nearly a million people live, twice all the people in the Ferry Kingdoms, and equal to all the people of the Salt Barons combined. It is marked by gardens and temples, unrivaled in library and museum, and with neighborhoods more expensive to live in than to purchase a fief in the Whet’lands. Kron is truly a jewel of the new era.

City State of Uuz – One of the five city states of the Salt Barons. Uuz is known for its prostitutes. Uuz

City State of Mez – Mez is known for its heavily spiced food. Many of the finest cooks come from this city.

City State of Guz – Guz is known for its refinement of ocean tar into fire oil and lamp oil. Perched on the western side of The Cascade, Guz is nearly unassailable, and has shrugged off several attempted invasions. A great gladiator temple dominates the northern side of the city, and precarious neighborhoods lean out over the cliff vying for a better view of the ocean below. A small grove of trees – Five Mile Stand – prospers in the mist and moisture produced by The Cascade, and this parkland is a true wonder among the Salt Barons. Many druids from the East can be found in the Five Mile Stand, though they are more like tolerated vagrants than welcomed priests of the earth.

City State of Loz – Loz is known for its salt. It has a number of spas and resorts that have reputed health benefits using this salt. This walled city is nesteled into a wide valley of The Barricades on the Western side of the Salt Bay in an area known as the Broken Peaks. These rocky hills rise nearly 2000 feet above the city at their highest, and snow often coats their sides during the long winters of the realms. Until recently, Loz was a fairly agrarian culture, and the gladiator family Loz valued the artisans and the farmer over the wizard or the priest. They would rather have spent a decade building The Way to link all the cities of the Salt Barons by hand, rather than enlist the powers of a wizard or the summoned servants of a warlock to complete such a road in mere months. Until recently, that is. The father of the current Baron of Loz was an outcast of his family; a thin-boned and unresponsive infant, he was left to die in the hills behind the city when he was but fresh from the hearth. Nearly fifty years passed, but Illopi Loz did return to the city of his birth and prove himself in the gladiator pits as the rightful ruler. Family priests and warlocks divined and consulted with foul spirits to confirm that this was the very infant left to die so many years ago. Still a thin and at first glance frail old man, Illopi displayed such speed and agility as many believe he was returned from the dead by gods who bestowed unnatural prowess and ability. He also appeared to return with many revolutionary ideas about the hot springs and what could be done with the steam they produced. Over the next fifty years, Illopi built the Steam Tunnels of Loz, a huge system of pipes, sewers, and mechanical devices that rests (mostly) beneath the city. This system now provides tranportation around the city on the many rail-cars, weapons for the tower and wall defenses, and hot water and radiant heating in most all the homes. It also serves as the focal point for what must surely be one of the great Schools of the realms, the College of Geomechanical Transfiguration.

City State of Orz – Orz is known for its panoply of religious institutions. There are more temples in Orz than there are in all other cities, towns and villages combined.

Ott Varn – The great necropolis of the Dwarven race, carved out of solid obsidian in the depths of Ursus, below the Min’lands. All Dwarves feel the pull to sleep in the black glass coffins of Ott Varn, and it is not uncommon for Death Dowry’s to be paid to those returning corpses from afar. Though such dowry’s won’t be denied even to simple murderer’s for delivering their victim’s to the necropolis, the Dwarven love of vendetta and their reputation for never forgetting one who crossed them or their kind effectively puts a stop to wanton poaching.

The city is dominated by a vertical cylinder a thousand yards across and a mile in depth. With a spiral staircase just two paces wide set into this outer circumference, families can place their dead into chambers carved 10 high along the way. Several ancillary passages lead out from this cylinder to wondrous temples, altars of obsidian to the greatness of Stone, molten pools of glass in honor of Fire.

Oru – This town in the Min’lands is a dwarven trade-town. Located precipitously in the side of a cliff above the great river of the same name, Oru has a reputation for thievery. In fact, Oru is home to the Dwarven thieves guild. Guildmaster Erdich Oghm has only his left eye and only three fingers on his left hand. He is renowned in the underworld for being able to survive any torture. This is not so far from the truth. He seeks above all other things a charm of regeneration to re-grow his lost eye and seven fingers.

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