Sites of Power - mlichtenstein/13thAgeSK GitHub Wiki
The Imperial Capitol, sitting on and within the chasms that splintered the two rivers. Rumors of the Emperor's return are greatly exaggerated.
- Within the Capitol is the Myriad Cathedral, an ongoing masterwork of the Imperial Architects. Commissioned for the foreseeable future by the Priestess herself. Her symbol is a golden peg with a single eyelet, a device of insight and steadfastness, yet simple to fashion.

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Outside the Capitol is the guildhall of the Imperial Architects, rumored to contain the only legible copy of the Spell of Uplifting. Their motif is an infinite nesting of archways.
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Upon the northern coast is an encampment of the Imperial Cult, bearing a stolen strix as their standard. They claim to guard the retreat of their cult leader from the world.
The Splinter Kingdom Capitol, an ascendant Northern power that is openly hostile toward magic. Their symbol is a hexagonally styled 'S', in common practice, although a splintered snowflake represents them elsewhere.
- To the south travels the Bulwark of the Righteous, forward camp of the Splinter Kingdom's armies. The Crusader marches with them personally.

The free lands to the north-east are the traditional lands of Fishermen and dragon-traders.
- The Prince of Shadows holds court in a city encroached by swamp. Their symbol is a darkened passageway.

- The Sea Druids dwell in deep Eastern waters, fed by the runoff of continental strife. Their symbol is the waves.

- The Court of Stars claims the south-eastern forest, their ancestral home, recently invaded. Their symbol is open brackets, representing neither the beginning nor the end of an algorithm.

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Many of the paths into the forest lead to Ruihe, a fallen city overrun by the forest. Proven by the High Druid's followers to represent the final shape of eusocial organization.
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The Orc Lord's riding vanguard drives the elves from their homeland.

The hundred kingdoms of the plains, once part of the Empire, and mostly recently liberated from undead dominion.
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To the east of the Imperial Capitol is a lawful trading city, whose flag is half a unit of currency.
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Inlet-of-the-River, whose flag winds like a river through the spine of a mountain giant.
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Necromancy cults are an ongoing problem, as are well-armed undead tax-collectors.
The southern plains, sundered by magical disasters.
- The Instrumental University, site of chapterhalls pertaining to Time Experimentation, the Universality Sodality, and other strange non-cult group activities. The Archmage personally mentors some of their most promising students. Their symbol is a sun splitting the horizon, with fire above and water beneath.

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Bos, whose symbol is a crowd gathered at a round table.
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A cursed site (in a lake? in a ravine? it seems to move around) with an unusual concentration of Vat-Born Monsters.
- The Timeless Living Dungeon of the Revenants, an ancient archive of the world's memories, kept as records by the Elf Queen's amber. Their motif is a cube with an opened edge of arbitrary length, but zero area.

- The Shattered Pillar, representing the freedom of Tieflings. Every crack is gilt and shining with solar light by the Great Gold Wyrm's grace. The Wyrm-Touched Paladins bear the flag of a punctured disc on a magenta field, the pillar as seen from above.

- The Terrible Fortress of the Lich King, a dread floating keep near the impassable southern border.

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The respective Dungeons of the Three, in which each of the most terrible dragons known to the world dwell, cannot be fixed upon the map - for they are the only Living Dungeons which fly.
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- The Red's Folly, whose whispers have driven him mad.
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- The Blue's Halls, a thriving city.
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- The Black's Mire, where druids and assassins gather.

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The Hell Keep, last work of the Imperial Legion, which made the fatal mistake of trusting sellspell wizards. Site of the Diabolist's great amusement.
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The Stone Thief, one of the last (or first?) Living Dungeons to remain free and subject to no lord.
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The staircase down to the secret underground river, whose meeting vestibule contains the concord between Sea Druids and Fishermen.

- The Dwarven Zoological Gardens, kept by a hundred generations of Dwarven royalty.

- The Frost Plain, may constitute a Site of Power for the Ice Lord, but the inconsistent location and possibly inconsistent existence of the plain makes that status hard to evaluate. It has been included in this scholarship as erring on the side of completion seems preferable to the alternative.