Locations in Alphabetical Order (General Locations-Oerth)

The cities of the Flanaess, jewels scattered across my vast expanse, each a testament to the ingenuity and ambition of those who dwell within my embrace. From the bustling ports of the Wild Coast to the hidden enclaves nestled amidst the mountains, their names echo through the ages, their stories woven into the very fabric of Oerth.

Aaqa – City of the Wind Dukes, its towers reaching for the heavens, its magic a whisper on the wind.

Adrean’s Landing – A haven for travelers, its markets bustling with trade, its taverns filled with laughter and tales of adventure.

Alhaster – A crossroads of cultures, its people a tapestry of races and traditions, their lives intertwined in a vibrant symphony of existence.

Anatal – A fortress carved into the cliffs, its walls a testament to the resilience of those who defend its gates.

Artonsbruek – A gateway to the north, its bridges spanning the mighty Artonsamay, its people hardy and resourceful.

Badwall – A beacon of defiance against the encroaching darkness, its walls a shield against the forces of chaos.

Bellport – A jewel of the coast, its ships sailing the Azure Sea, its merchants bringing riches from distant lands.

Blackmoor – A land of mystery and ancient power, its secrets hidden in the depths of the earth, its people bound to the rhythms of nature.

Blackwall Keep – A sentinel guarding the borders of the Mistmarsh, its walls a bulwark against the encroaching shadows.

Blisterwall – A scar upon the land, its ruins a reminder of the Dragon Queen’s wrath, its silence a testament to the destructive power of chaos.

Bresht – A town of warriors, its people hardened by conflict, their swords and shields a symbol of their unwavering determination.

Burle – A haven for those who seek refuge from the storms of war, its streets echoing with the footsteps of the weary and the hopeful.

Cauldron – A city of contrasts, its towers reaching for the heavens, its underbelly teeming with the whispers of conspiracy and rebellion.

Celene – A city of enchantment, its elven inhabitants graceful and wise, their magic a whisper on the wind, their connection to nature a source of both strength and vulnerability.

Chendl – A city of order and discipline, its walls a testament to the Furyondian spirit, its people united in their defense of freedom.

Chathold – A crossroads of cultures, its markets bustling with trade, its people a tapestry of races and traditions.

Cold Stone Keep – A bastion of shadow and ice, its walls echoing with the whispers of the undead, its ruler a master of death, his ambition as boundless as the mists that shroud his domain.

Critwall – A fortress city, its walls stained with the blood of countless battles, its people resilient, their spirit unbroken by the trials of war.

Crockport – A town on the edge of darkness, its people caught in the crossfire between the forces of good and evil, their fate hanging in the balance.

Cudgel’s Rest – Population: 183 Location: Nestled against the edge of The Tangles, about 30 miles NW of Central Leering Keep and 2 days NE of Northern Leering Keep. The village is strategically positioned to utilize the dense forest for defense and resources, while maintaining a watchful eye on the plains for potential threats.

Dark Gate – A frontier town that sprang up approximately twelve miles southwest of Westburn following the rediscovery of the Passage of Slerotin. It caters to traders and adventurers traveling through the tunnel.

Delaric – A city of ancient lore, its libraries filled with the wisdom of ages, its scholars seeking to unravel the secrets of the multiverse.

Diamond Lake – A mining town, its depths yielding precious gems, its people toiling in the earth, their lives a testament to the enduring spirit of those who seek to carve a living from the unforgiving land.

Dorakaa – A city of darkness, its towers a monument to Iuz’s tyranny, its streets patrolled by monstrous legions, its people living in fear of the Old One’s wrath.

Dourstone – A dwarven stronghold, its halls carved into the heart of the mountains, its people steadfast in their defense of their ancestral homelands.

Drachensgrab – A kingdom of dragons and giants, its mountains echoing with the roars of these mighty creatures, its valleys a haven for those who seek to harness their power.

Drakkenheim – A city of ruins, its towers shattered, its streets deserted, its silence a haunting reminder of the devastation wrought by the heavens.

Dry Gulch – A town on the edge of civilization, its people hardy and resourceful, their lives a testament to the enduring spirit of those who brave the harsh realities of the frontier.

Dyvers – A bustling port city, its ships sailing the Nyr Dyv, its markets overflowing with goods from distant lands.

Eastfair – A city of ancient traditions, its people proud and independent, their culture a tapestry woven from the threads of history and legend.

Edgefield – A town on the borderlands, its people caught between the forces of order and chaos, their fate uncertain, their spirit unyielding.

Elatal – A hidden city, its secrets guarded by the mists of the Vast Swamp, its people shrouded in mystery.

Elredd – A haven for outcasts and exiles, its walls a sanctuary for those who seek freedom from the constraints of civilization.

Endereisen – A city of resilience, its people rising from the ashes of Tiamat’s wrath, their determination a testament to the enduring spirit of Oerth.

Ethelmer – Is a small walled town nestled between the larger settlements of Rookroost and Kinemeet. Its walls are made of stout timber and rise to a height of 15 feet, providing a modicum of protection from the dangers of the surrounding wilderness. Within the walls, the town is a bustling hub of activity, with a population of around 1,200 people. The majority of the buildings are constructed from wood and plaster, with a few more substantial structures built from stone. The streets are narrow and winding, and are often crowded with merchants, adventurers, and other travelers. Despite its small size, Ethelmer is a vital link in the trade route between Rookroost and Kinemeet, and its market is always busy with merchants hawking their wares

Eru-Tovar – A stronghold of the Wolf Nomads, its yurts dotting the plains, its warriors a force to be reckoned with.

Exag – A city of clay, its towers rising from the earth, its people bound to the land, their traditions a whisper from the past.

Farvale – A major town within the Yeomanry League.

Fairwind – An island haven, its shores lapped by the Azure Sea, its people a mix of traders and pirates, their loyalties as fleeting as the tides.

Fax – A town on the edge of the Wild Coast, its people hardy and resourceful, their lives intertwined with the rhythms of the sea.

Flen – A village nestled amidst the hills, its people simple and kind, their lives a testament to the enduring beauty of nature.

Flotsom – An island of mystery, its shores shrouded in mist, its inhabitants whispered to be creatures of the deep, their motives unknown.

Geoff – A duchy of contrasts, its valleys fertile and green, its mountains treacherous and unforgiving.

Glorvardum – A dwarven stronghold, its halls carved into the heart of the mountains, its people steadfast in their defense of their ancestral homelands.

Gorna – A city of giants, its towers reaching for the clouds, its people ruled by a race of immense strength and ancient wisdom.

Gradsul – A city of learning, its universities and academies attracting scholars from across the Flanaess, its libraries a treasure trove of knowledge.

Gran March, the – A land of warriors, its people hardened by conflict, their swords and shields a symbol of their unwavering determination.

Greyhawk – The Gem of the Flanaess, a city of contrasts, its streets a labyrinth of intrigue and adventure, its people a tapestry of races and cultures.

Gryrax – A city of elves, its spires graceful and elegant, its magic a whisper on the wind, its people bound to the rhythms of nature.

Hallorn – A town on the edge of civilization, its people hardy and resourceful, their lives a testament to the enduring spirit of those who brave the harsh realities of the frontier.

Hardby – A port city, its wharves bustling with trade, its ships sailing the Nyr Dyv, its people a mix of merchants, sailors, and adventurers.

Hesuel Ilshar – A hidden fortress, its walls concealing the secrets of the Scarlet Brotherhood, its agents weaving their way through the Flanaess, their motives shrouded in mystery.

High Ery – A village nestled amidst the hills, its people simple and kind, their lives a testament to the enduring beauty of nature.

Highfolk – A city of elves, its spires graceful and elegant, its magic a whisper on the wind, its people bound to the rhythms of nature.

Highport – A city of the Pomarj, its walls a testament to the resilience of its people, its markets a hub of trade and intrigue.

Hommlet – A village on the edge of the Gnarley Forest, its people wary of the dangers that lurk within the woods, their lives a testament to the enduring spirit of those who brave the wilds.

Idee – A town of defiance, its people resisting the tyranny of the Great Kingdom, their spirit unbroken, their determination unwavering.

Iefyr – A city of ancient lore, its libraries filled with the wisdom of ages, its scholars seeking to unravel the secrets of the multiverse.

Innspa – A spa town, its waters renowned for their healing properties, its people welcoming and hospitable.

Iongate – A city of iron and industry, its forges a source of both weapons and tools, its people skilled in the arts of crafting and warfare.

Istivin – A city of contrasts, its palaces a testament to the wealth of its nobles, its slums a reminder of the poverty that plagues the land.

Jurnre – A city of ancient beauty, its architecture a testament to the artistry of its people, its gardens a haven of tranquility amidst the bustle of urban life.

Kalstrand – A city of gold, its towers gleaming in the sunlight, its markets overflowing with riches, its people driven by ambition and a thirst for power.

Kamph – the Mountains that stand as silent guardians, their peaks piercing the clouds, their slopes a haven for those who seek solitude and communion with the spirits of the land.

Keoland – A prominent kingdom in the Flanaess, a sub-continent of Oerth (the world of the Greyhawk campaign setting). It’s a long-standing feudal monarchy with a rich history, particularly known for its fertile lands, strategic location, and complex political landscape.

Ket – A crossroads of cultures, its people a tapestry of traditions and beliefs, their lives intertwined in a vibrant dance of commerce and diplomacy.

Killdeer – A town on the edge of the wilderness, its people hardy and resourceful, their spirits as resilient as the ancient oaks that dot the landscape.

Kinemeet – Kinemeet (pop. 7,300, though orcs outnumber humans over 2-to-1), A haven for those who seek refuge from the storms of war, its walls a testament to the enduring strength of those who refuse to surrender to the darkness.

Knurl – A city of the north, its people hardened by the harsh elements, their traditions a whisper from the ages, their spirit as wild and untamed as the winds that howl through the frozen wastes.

Kralorela – A hidden city, its secrets guarded by the mists of the Vast Swamp, its people shrouded in mystery, their motives unknown.

Kuluth-Mar – A city of ancient evil, its ruins a testament to the destructive power of Kyuss, the Wormgod, its presence a chilling reminder of the darkness that lurks beneath the surface of Oerth.

Leukish – A city of contrasts, its palaces a testament to the wealth of its nobles, its slums a reminder of the poverty that plagues the land.

Loftwick – The capital city of the Yeomanry League, where the Council of Common Grosspokesmen convenes.

Longbridge – A town on the river, its bridges a symbol of connection and trade, its people bound together by the flow of commerce and the exchange of ideas.

Longspear – A major trading center located on the eastern border of the Yeomanry.

Lopolla – A city of merchants and traders, its markets bustling with activity, its warehouses overflowing with goods from distant lands.

Lortmils, the – A mountain range, its peaks piercing the clouds, its valleys a haven for those who seek solitude and communion with the spirits of the land.

Maidenstone Keep – Was the keep protecting the area near Nine Oaks. It was destroyed and left in ruins from the Tiamat Wars in 608 CY. It is now a prime location for adventurers, treasure hunters, and banditry. It is rumored to be haunted and twisted from the magic and corruption used during the Tiamat Wars.

Marsakeer – A village nestled amidst the rolling plains, its people bound together by the ties of community and cooperation, their lives a testament to the enduring spirit of those who call Oerth their home.

Marner – A port city, its ships sailing the Nyr Dyv, its markets overflowing with goods from distant lands, its people a mix of merchants, sailors, and adventurers.

Melkot – A town on the edge of the wilderness, its people hardy and resourceful, their spirits as resilient as the ancient oaks that dot the landscape.

Midmeadow – A village nestled amidst the rolling hills, its people simple and kind, their lives a testament to the enduring beauty of nature.

Mitrik – A city of faith, its temples a beacon of hope, its priests and paladins a testament to the enduring power of good.

Molag – A city of darkness, its towers a monument to the Horned Society’s tyranny, its streets patrolled by monstrous legions, its people living in fear of the Hierarchs’ wrath.

Molvar – A town on the edge of the wilderness, its people hardy and resourceful, their spirits as resilient as the ancient oaks that dot the landscape.

Monmurg – A city of the Sea Princes, its walls a testament to the ambition of its rulers, its harbor a haven for ships from across the Azure Sea.

Naer’s Well – A town on the coast, its people hardy and resourceful, their lives intertwined with the rhythms of the sea.

Narwell – A city of the Wild Coast, its walls a testament to the resilience of its people, its markets a hub of trade and intrigue.

Nessermouth – A port city, its ships sailing the Nyr Dyv, its markets overflowing with goods from distant lands, its people a mix of merchants, sailors, and adventurers.

Nevend Nevenend – A city of contrasts, its palaces a testament to the wealth of its nobles, its slums a reminder of the poverty that plagues the land.

Newgate – A town on the edge of the wilderness, its people hardy and resourceful, their spirits as resilient as the ancient oaks that dot the landscape.

Nine Oaks – A fortified small town within Keoland and part of the Viscounty of Salinmoor

Niole Dra – A city of ancient beauty, its architecture a testament to the artistry of its people, its gardens a haven of tranquility amidst the bustle of urban life.

Oldred – A town on the crossroads of trade, its markets bustling with activity, its people a tapestry of races and cultures.

Onnwal – A city of proud warriors and skilled artisans, its spirit unbroken, its defiance a testament to the enduring strength of its people.

Ountsy – An island haven, its shores lapped by the Azure Sea, its people a mix of traders and pirates, their loyalties as fleeting as the tides.

Passage of Slerotin: A cavernous tunnel that pierces the mountains southwest of Westburn and extends to the Sea of Dust. Its rediscovery has significantly impacted the region.

Pellak – A city of merchants and traders, its markets bustling with activity, its warehouses overflowing with goods from distant lands.

Pregmere – A town on the edge of the wilderness, its people hardy and resourceful, their spirits as resilient as the ancient oaks that dot the landscape.

Prymp – A town on the river, its bridges a symbol of connection and trade, its people bound together by the flow of commerce and the exchange of ideas.

Rauxes – The heart of the Great Kingdom, its towers a symbol of power and ambition, its streets echoing with the whispers of conspiracy and rebellion.

Rel Astra – A city of intrigue and ambition, its ruler plotting in secret, his alliances shifting like the sands of the Sea of Dust.

Rel Mord – A city of ancient traditions, its people proud and independent, their culture a tapestry woven from the threads of history and legend.

Riftcrag – “Iuz’s forces made Riftcrag into their capital in 584 CY. A powerful wizard by the name of Cranzer rules here in Iuz’s name. Cranzer is a member of the Lesser Boneheart. He maintains a watch over the Rift from five towers established for this purpose along the northern and eastern edges of the canyon. These towers are known as the Leering Keeps. He is struggling to contain the Plar’s growing army, while keeping up attacks on the Earldom of the Tangles. Cranzer is attacking the forest itself with fire and axes in an attempt to get at the rebels there.” Retrieved from: http://www.canonfire.com/cf/modules.php?name=News&file=article&sid=1141

Rinloru – A city under siege, its walls a testament to the resilience of its people, its defenders standing strong against the encroaching darkness.

Rookroost – A haven for trade and commerce, its walls a sanctuary for those seeking refuge from the chaos of the Bandit Kingdoms.

Safeton – A town on the Wild Coast, its people hardy and resourceful, their lives intertwined with the rhythms of the sea.

Salinmoor – The Viscounty of Salinmoor is a southern province of Keoland. The town of Saltmarsh is within Salinmoor.

Saltmarsh – A port town within Keoland, its wharves bustling with trade, its ships sailing the Azure Sea, its people a mix of merchants, sailors, and adventurers.

Scant – A city of shadows, its streets a labyrinth of intrigue and danger, its people caught in the grip of the Scarlet Brotherhood.

Seaton – The capital city of Salinmoor on the coast, its people hardy and resourceful, their lives intertwined with the rhythms of the sea.

Sefmur – A city of contrasts, its palaces a testament to the wealth of its nobles, its slums a reminder of the poverty that plagues the land.

Selintan – A town on the river, its bridges a symbol of connection and trade, its people bound together by the flow of commerce and the exchange of ideas.

Shar – A hidden empire, its secrets guarded by the Scarlet Order, its agents weaving their way through the Flanaess, their motives shrouded in mystery.

Sheerwatch – A fortress guarding the Rift Canyon, its walls a bulwark against the forces of chaos, its soldiers vigilant against the encroaching darkness.

Shelleton – A town nestled amidst the forests, its people living in harmony with nature, their lives a testament to the enduring beauty of the land.

Skrellingshald – A city of ancient origins, its ruins whispering tales of forgotten civilizations and lost empires.

Soderfjord – A town on the coast, its people hardy and resourceful, their lives intertwined with the rhythms of the sea.

Sornhill – A town on the edge of the wilderness, its people hardy and resourceful, their spirits as resilient as the ancient oaks that dot the landscape.

Spinecastle – A fortress guarding the Bone March, its walls a testament to the resilience of its people, its defenders standing strong against the encroaching darkness.

Starmorgan – A city of Blackmoor, its towers a symbol of defiance against the forces of chaos, its people bound together by a shared spirit of resilience.

Steaming Springs – A mining town, its depths yielding precious metals, its people toiling in the earth, their lives a testament to the enduring spirit of those who seek to carve a living from the unforgiving land.

Sterich – A land of rolling hills and fertile fields, its people hardy and resourceful, their spirits as resilient as the ancient oaks that dot the landscape.

Stoink – A haven for outlaws and exiles, its walls a sanctuary for those who seek freedom from the constraints of civilization.

Stoneheim – A fortress city, its walls stained with the blood of countless battles, its people resilient, their spirit unbroken by the trials of war.

Stroun – A town on the river, its bridges a symbol of connection and trade, its people bound together by the flow of commerce and the exchange of ideas.

Suderham – A city of the Pomarj, its walls a testament to the resilience of its people, its markets a hub of trade and intrigue.

Sunndi – A land of ancient forests and hidden valleys, its people bound to the rhythms of nature, their wisdom a testament to

Tanrid – A town nestled amidst the hills, its people hardy and resourceful, their spirits as resilient as the ancient oaks that dot the landscape.

Tarik – A bustling port city, its ships sailing the Azure Sea, its markets overflowing with goods from distant lands.

Tavish – A city of ancient grandeur, its towers reaching for the heavens, its walls a testament to the ambition of its founders.

Tenh – A land of proud warriors and skilled mages, its people fiercely independent, their spirit unbroken by the trials of war.

Thornward – A city of contrasts, its palaces a testament to the wealth of its nobles, its slums a reminder of the poverty that plagues the land.

Throstle – A village nestled amidst the rolling hills, its people simple and kind, their lives a testament to the enduring beauty of nature.

Tilagos – An island haven, its shores lapped by the Azure Sea, its people a mix of traders and pirates, their loyalties as fleeting as the tides.

Tostenhca – A city of ancient origins, its ruins whispering tales of forgotten civilizations and lost empires.

Torrich – A city of contrasts, its palaces a testament to the wealth of its nobles, its slums a reminder of the poverty that plagues the land.

Tovag Baragu – A holy site, its temples a beacon of hope, its priests and paladins a testament to the enduring power of good.

Trevorton – A town on the edge of the wilderness, its people hardy and resourceful, their spirits as resilient as the ancient oaks that dot the landscape.

Trigol – A city of merchants and traders, its markets bustling with activity, its warehouses overflowing with goods from distant lands.

Tyrus – A city of ancient grandeur, its towers reaching for the heavens, its walls a testament to the ambition of its founders.

Ulek – A land of diverse cultures and traditions, its people united by a shared spirit of resilience and a deep love for their homeland.

Ull – A haven for those who seek a new beginning, its people carving a life from the fertile soil, their traditions a blend of Baklunish heritage and Oeridian influence.

Urnst – A land of rolling hills and fertile fields, its people hardy and resourceful, their spirits as resilient as the ancient oaks that dot the landscape.

Valent – A town nestled amidst the hills, its people hardy and resourceful, their spirits as resilient as the ancient oaks that dot the landscape.

Veluna – A city of faith, its temples a beacon of hope, its priests and paladins a testament to the enduring power of good.

Veralos – A city of ancient origins, its ruins whispering tales of forgotten civilizations and lost empires.

Verbobonc – A crossroads of cultures, its people a tapestry of traditions and beliefs, their lives intertwined in a vibrant dance of commerce and diplomacy.

Vlekstad – A town on the edge of the wilderness, its people hardy and resourceful, their spirits as resilient as the ancient oaks that dot the landscape.

Voll – A city of faith, its temples a beacon of hope, its priests and paladins a testament to the enduring power of good.

Westburn – A city located in the southwest portion of the Yeomanry League, near the convergence of the Crystalmists, Hellfurnaces, and Salhaut Mountains. Greatly destroyed during the Tiamat Wars 609 CY. As of 625 CY it has mostly been rebuilt and is somewhat a prosperous city.

Wragby – A town nestled amidst the rolling hills, its people simple and kind, their lives a testament to the enduring beauty of nature.

Wheatfield – A town of peace and prosperity, its people resilient and determined to build a better future.

White Plume Mountain – A place of power and mystery, its fiery breath a constant reminder of the earth’s untamed power, its depths concealing secrets that could reshape the destiny of Oerth.

Whyestil Lake – A vast expanse of water, its shores teeming with life, its depths concealing ancient mysteries and forgotten treasures.

Wild Coast, the – A land of untamed beauty, its shores a haven for those who seek freedom from the constraints of civilization.

Willip – A town nestled amidst the forests, its people living in harmony with nature, their lives a testament to the enduring beauty of the land.

Winetha – A city of ancient grandeur, its towers reaching for the heavens, its walls a testament to the ambition of its founders.

Wintershiven – A city of faith, its temples a beacon of hope, its priests and paladins a testament to the enduring power of good.

Womtham – A town on the edge of the wilderness, its people hardy and resourceful, their spirits as resilient as the ancient oaks that dot the landscape.

Wormhall – A town on the edge of the wilderness, its people hardy and resourceful, their spirits as resilient as the ancient oaks that dot the landscape.

Yatil Mountains, the – A rugged and treacherous range, rumored to hold hidden portals to other realms.

Zelradton – A city of contrasts, its palaces a testament to the wealth of its nobles, its slums a reminder of the poverty that plagues the land.