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Back to Saleen Index
Cities of Saleen
Beredin
Abdan - Northern Free States, town
A small, seedy port town, physically an politically close to Eldrodrim. Has a rough and dangerous reputation for illicit activities.
Adament - Cragsquall Exploitation Camp
Exploitation camp, or small permanent village, established by the Cragsquall as a prison camp, forward base against Redpeak Pass and the upper Highland Valley, and a foraging and agricultural center.
Adani - Northern Free States, village
Adani is a kind of a warrior counter-culture to larger Mahot. Sometimes in alliance, sometimes in conflict, Adani is undeniably influenced and driven by the Mahoturi. Historically miners of the Folded Mountains, their warriors often use traditional Adani hammers in battle.
Alamir - Kanduambet/Simpori fortress
Maintained jointly by Simpori and Kanduambet, Alamir is a fortified caravanserai on the Simpori side of the Kanduambet Pass through the Blackrock Mountains. They use it to control trade traffic and maintain Simpori's privacy and security.
Annuruk - Independent, small city
Isolated on the Hamshuru Penninsula, Annuruk is independent and suspicious of strangers. A relatively large but self-sustaining city with farming, fishing, and port capabilities. Somewhat fortified against the corruptions of the Penninsula. Has a limited alliance and trade with Freeport, plus is the ocean gateway to those wishing to trade on the Hamshuru Penninsula.
Anticore - Carmissi, mid-size city
One of the larger, more established cities in the Carmissi Empire. A cultural center.
Aslegdis - Mangelta Union, small fortified town
Small forward fotified town in the Ridgemaze established to hunt the Ridgerunners and intercept deeply roving Cragsquall.
Atlac - Independent, mid-size town
An isolated mining community with a harsh, frontier atmosphere. The town is located on a lake in the Folded Mountains near a series of caverns. Lava extruded caverns provide a base for their mining operations, as well as for a Diarmiad coven. Locally, these Diarmiad are locked in a power struggle. Their factions seek to find a rumoured source of Phenomenal Ataxia hidden deep in the caverns and to take political control of Atlac and its resources. Atlac maintains small industrial factories that produce mostly mining and industrial equipment. Have local tram system to transport people and industrial and commercial goods. Export high quality iron, steel, and minerals.
Blade - Cragsquall, Exploitation Camp
Exploitation camp, or small permanent village, established by Cragsquall as prison camp, forward base against the Hillyers, Exemplars, and the lower Highland Valley, foraging and agricultural center. Tightly nestled in foothills.
Brodey - Mangelta Union, small city
A conservative farming community that provides the Mangelta Union with most of its food. The central town is small and is comprised of a lot of small tradesmen and independent merchants that focus on supporting the farming community. Most residents of Brodey are farmers that live on their individual claims. Advanced supplies come from Harcosa and Tindalon and are traded for crops and livestock. Regular, protected caravans provide access to Harcosa and the Southern Air Caravan stop there.
Calamity Hill Acropolis - Hillyers, Fortification and small city
During their unfortunately rough arrival, the Hillyers crashed their ship onto the top of a high mesa which they later call Calamity Hill. Their settlement grew around the ship on the protective top of the mesa. Later, a group of Exemplars would join them and fortify the ship and much of the mesa as the Calamity Hill Acropolis. It is a high-tech enclave with small but relativley modern produciton facilities capable of building crude fusion and energy weapons and maintaining complex ones. A stop for the Southern Air Caravan. Concrete manufacturer?
Caldoral - Northern Free States, mid-sized town
Under the protection of the Tolidin monks.
Carmissi - Carmissi, large city
Carmissi is a highly militarized town. Historically, it has had ongoing conflict with the Pavayar and various high plains nomads. With the advent of the Cragsquall army, “petty squabbles” with the locals died down and the Cragsquall became the primary enemy.

The Carmissi are an outgoing, emotional, expressive, and opinionated culture. They are the result of constant immigration and settlement, rather than a traditional tribal people. They are simple and fundamentally peaceful, though determined to protect their own. They place a strong emphasis on food and celebrate frequently and aggressively. Men often wear “Carmissis”, short trimmed beards with the moustache shaved off. Women often grow their hair long and wear intricately braided hairstyles, particularly the rich. Hair braiding is well respected and performed by artisans.

They are a political people, not given to religion. A variety of factions interact to create a dynamic political environment. Motivations: money, pride, gain, power. Carmissi specializes in sustinance crops, livestock, and practical industry. The Carmissi are not high on luxuries but produce high quality sensible and survival goods.

The Carmissi enjoy a diverse economy, growing a variety of food and exporting a variety of minerals. They maintain decent manufacturing and assembly facilities, including very high quality firearms. They import gunpowder and smokeless powder.

Enkei, handweapon factories, export high quality (dredged) sulphur, manufacture and export high quality firearms Gypsum, salt, shandy-sand (desalinizes and de-sulfurs water)
Ceranto - Carmissi, fortification
Fortified trade stop on the way through Red Peak Pass and a forward base of operations against the Cragsquall.
Civit - Exemplar/Hillyer fortification
Fortified village near the Hamshuru chaos breach, intended as a base to help study and control it. Has some relation with Enegal and the Southern Light.
Daali - Northern Free States, small city.
Major northern port, a gateway to the northern tribes.
Denhill - Mangelta Union,small village
A supplimentary farming village established by the Union.
Eldrodrim - Northern Free States, large city
A tough, northern frontier town that values its isolation and freedom. Eldrodrim is a lawless town full of mercenaries and cutthroats where just about anything can be bought and sold for a price. Local tradesmen produce basic goods. A sheltered, rocky bay/fjord surrounded by harsh cliffs provides access to the sea, which fuels the local fishing industry and makes Eldrodrim the alternate shipping point of choice for questionable cargoes. The town provides a fairly harsh but independent lifestyle for its residents. Eldrodrim is in a relatively cool climate and can be quite snowy in winter. Harsh storms blow in from the sea unexpectedly all year round. Food and alcohol are expensive, life is cheap
Enegal - Southern Light, small city
A town on the verge of the Ataxially corrupt Hamshuru penninsula. They maintain a large standing army and aggressive militia program to deal with corruptions and bandits. The beneficent mayor is slowly building a wall to seal off the entire peninsula. The wall is to stretch from the coast just south of Enegal all the way to the east coast of Bereden. It is to be built in two stacked ten-foot-tall layers, the second slightly thinner than the first to be started once the bottom is done. The mayor has just begun construction, which could conceivably take a few hundred years. Much of their industry involves masonry and the manufacture of construction equipment. They also manufacture simple weapons. They have a huge export business which fuels their construction efforts, including construction materials, tools and equipment, and concrete and its components. The town government pays well for skilled and manual labour, actively employing architects, miners, and experienced construction personnel. There is a relatively large sect of Hillyers that both monitor and participate in the development of construction materials and techniques. Exemplars are also present to assist in defensive actions, training, and theory. Enegal is a less-frequent stop for the Southern Air Caravan.

The town and, in particular, its mayor are obsessed with defense and fortification, solid functional architecture, construction materials, and the repression of Ataxia on the Hamshuru Peninsula. Enegal, as gatekeeper to the chaos, began calling itself the City of Southern Light and eventually began attempting to ally other cities under its banner. To date, Tigrib is a member and willing ally.
Freeport - Independent, small ciy
A primarily fishing and lightly agrarian city on the southern tip of the Hamshuru Peninsula. Semi-barracaded against the corruptions and bandits of the Peninsula. Maintain limited ship trade and very limited overland routes. Quietly, almost desperately, independent; manufacturing their own weapons, equipment, supplies. Any trade they have is generally through their limited alliance with Annuruk.
Gallos - Independent, large town
A moderately sized town on a river that winds from the Red Mountains, through the Ridgemaze, and out to the ocean. It is a convenient trade stop between Kanduambet and the Mangelta Union and has good river access to the resources of both the ocean and the Ridgemaze. A stop for the Southern Air Caravan. Concrete manufacturer?
Gnotholon - Cragsquall, large city
A crazy, sprawling town built into and around a sheer mountain face. Here, mad Ayan-Ganya plots to take over the world with his army of mad followers. Everyone has a chosen role to keep the society running and moving toward global domination. Maintain production facilities capable of manufacturing flintlocks and crude cartrige firing muskets.

The Citadel is the high keep, carved into and out of the face of the sheer face (peak name) of the Folded Mountains. It is home to Ayan-Ganya, the Dictae, and those closest to him. The Citadel is accessed through secured military caverns and tunnels carved throughout the mount. The Upper Chambers are governmental and home to the middle and field Upper class, including the Generals and government advisers and administrators. The Lower Chambers are home to governmental production facilities and stores. They have barracks for elite Cragsquall units and chambers to house guests of the Cragsquall army and for visting scavenger units. Around the entrace to the Chambers, the city proper sprawls. No urban planning is practiced and those who wish to join the Cragsquall society just move in and build or claim a place in society. Little policing is done by the Cragsquall army past ensuring that no action is taken or planned against itself or the Orimus. Power and social position is generally taken by earned by people through personal might or their ability to form and organize powerful groups. Most physically powerful types end up in the Cragsquall Army so “bully” mentality is not always an issue. The sprawling town draws a strange mix of people. Those who are running from or don’t fit into the social structure of other towns often wind up in Gnotholon. Outlaws can operate from there, providing they don’t take action against the Cragsquall. Those with exceptional equipment may find themselves conscripted or robbed.
Golden - Hillyer, fortified town
Expansion city and fortress to help protect against the advances of the Cragsquall.
Gorym - Pavayar village
Pavayar village
Gydis - Mangelta Union, small fortified town
Small forward fotified town on the southern edge of the Ridgemaze established to hunt the Ridgerunners and protect the south-eastern edge of the Union. Also a mining interest.
Harcosa - Mangelta Union, Large City
A large, bustling port city that thrives on trade, fishing, and manufacturing that includes wire and machined parts. Manufacturing facilities are industrial revolution era and fairly extensive in size and capability. Harcosa is the nominal capital of the Mangelta Union and a stop for the Southern Air Caravan. Richer neighbourhoods tend to be located sea side.
Hireyda - Mangelta Union, mid-size fortified town
Fortified little garrison town whose primary purpose is as a power distribution hub between Tindalon and the rest of the Union. Dabbles in farming.
Horandrir - Mangelta Union, small fortified town
Small forward fotified town on the southern edge of the Ridgemaze established to hunt the Ridgerunners and protect the north-western edge of the Union.
Jabara - Northern Free States, small town
Small, tough mining town.
Jebelladon - Independent, mid-size city
Highly corrupted, ravaged town in the hills near the Ataxial manifestation on the Hamshuru Penninsula. Jebelladon is a wild and dangerous place. Former farming and and light mining community, trading partner of Enegal. Now full of corruptions, which are accepted as normal citizens. There is a draw to the place, as it provides shelter, a sense of order and community, and a place to congregate and trade for barbarians, bandits, and corruptions. There is no law or government. Those who wish to build build what they want to, where they want to. Those who wish to smash or farm or craft do so where they want to, when they to. Buildings, houses, and businesses tend to be barricaded against random rampages. A lot of business is handled in trade rather than for cash. It is a chaotic and often dangerous place but a little can be turned into a lot if one is tough and wise and innovative. There are few average people in a town ofdanger, ruin, and opportunity.
Junim - Kanduambet, Large town
Large town focused on mining and providing caravanserai services to traders passing between the Blackrock and Red mountains. 
Kalik - Northern Free States
Farming, fishing culture. Wrapped up in conflicts between Mahot and Adani. Most often alligned with the more powerful Mahoturi.
Kanduambet - Kanduambet, Large City
desc.
Kheprok - Pavayar Fortified Village
Tough, unassailable mountain village of the Pavayar. Highly trained, very tough Pavayar warriors come from here: the Pakoot tribe's "Mudfeet" and the Torobrian "Stone Soldiers". Waterfall culture.
The Lodge - Ridgerunners, large fortified town
The only permanent Ridgerunner settlement, The Lodge is wedged well behind a harsh, barren set of ridges and buried deep in a set of dormant set of lava tubes in the Red Mountains. Home to the leadership and policy makers of the Ridgerunners.
Maharandim - Kanduambet, small town
A caravanserai providing a base for a variety of trading and mining interests at the northern tip of the Red Mountains.
Mahot - Northern Free States, large village
Home of the Mahoturi Axemen and Mahoturi Champions. A tough, fortified, warrior culture whose politics often tie in with those of Adani.
Maryn - Independent, small town
Small fishing village and port on Maryn Inlet. A convenient port city for goods barged from Gallos to be tansferred to larger vessels for coastal transport.
Masoori - Simpori, village
Simpori jungle village.
Mingos - Northern Free States, large village
Home of the Mingos Windriders. A small plains-state. Closely aligned with the Tolidin monks.
Nyog - Cragsquall, small town
Foraging and farming center, fortified to exploit upper Highland Valley, Carmissi.
Obria - Northern Free States, small city
Relatively large port city. Simple, stoic, freedom loving working types. Mostly fishing, some farming. Major monastary of the Tolidin Monks.
Omaara - Northern Free States, large town
Large, wild, tribal town. Houses the High Temple of the Taangata tribe.
Panegyr City - Exemplars, small town
A small town grown arou nd the remote High Temple of the Exemplar order. Training, political center and base for launching actions against the Cragsquall.
Pavayar - Pavayar, large village
The main Pavayar village at the foot of Mount Pavay. The Pavayar are a native farming and hunting based tribe who are wary of adopting more advanced technologies.While they are not afraid of technology, it is generally appraised by their Leader and outlawed if it is deemed a danger to their traditonal culture. The Pavayar have an ongoing and occasionally stormy relationship with the Ridgerunners who cross the Red Mountains to trade, raid, or co-mingle with them. The Pavayar are wary of the Ridgerunners but have forged close friendships with some of them. Good fabric workers. Calvary, hunters. Simple lifestyle. Lifelong leader chosen by elders. Wandering Pavayar tribes are centered around the village. .
Pelebrion - Northern Free States, small town
Tiny, isolated town and monastary in the mountains. Central enclave of the Tolidin monks.
Periopen - Carmissi, mid-size city
A mid-sized city in the Carmissi Empire. A cultural center of art, farming, and mining that are considered the "provincial life".
Quanto - Carmissi, large town
The "suburbs" of the Carmissi Empire. Facilitates both trading with and keeping an eye on the Pavayar. A small, stout garrisson is maintained here that is considered an excellent post by Carmissi soldiers seeking a frontier post that still allows a comfortable, peaceful, Imperial existnce.
Rage - Kanduambet, small town
A garrison and caravanserai grown around a remote temple to Nurani the Rage.
Redpeak - Independent, small town
Once a proud fortified town controlling the strategic pass from the Ridgemaze through the Red Mountains to the Highland Valley, Redpeak pass is now largely abondoned and partially in ruins. Redpeak has repeatedly changed hands between Ayan-Ganya’s Cragsquall Army, the Mangelta Union, the Ridgerunners, and, occasionally, the Pavayar, Carmissi, and Calamity Hill Exemplars. There are a few stout locals that remain and rebuild the ruins when invaders aren’t tearing them back down. Redpeak is generally a wild and dangerous place.
Rivulet - Hillyers, small town
Satellite village of Calamity Hill. Rivulet evolved into a small fishing-farming town with close trade and military ties to Calamity Hill. Local trades people provide local supplies and provide food for Calamity Hill in exchange for technology and power.
Sancy - Independent, mid-size town
Remote little mining town.
Seyunne - Simpori, village
Simpori jungle village.
Sha - Northern Free States, village
A farming village, closely aligned with Mahot. Traditionally, the Krishke family from Sha craft the axes and weapons used by the Mahoturi Champions.
Shallamu - Independent, mid-size town
A small inlet-port town on the verge of the Hamshuru Peninsula. Hunkered down in the foothills to defend herself against corruption and chaos.
Sidon - Independent, small town
A victim of the Hamshuru Penninsula corruption, Sidon is a demolished, corrupt little caricature of a town. Dangerous, dark, and corrupt. A great place to hide if you’ve got nothing to lose.
Silov - Pavayar, village
A Pavayar farming village.
Silver - Kanduambet, large town
Temple to Maudir of Silver. Fishing, minor port, great shipbuilding. Strategic location for control of access to and from the forest under the south-west tip of the Blackrock mountains.
Simpori - Simpori, small city
desc.
Solar - Hillyers, large town
Fairly large, progressive expansion city and port to help provide access through the southern shores of Beredin.
Tigrib - Southern Light, large town
Nestled into the foothills of the Red Mountains, Tigrib is supported by Ennager as a point on the line separating chaos from the rest of the continent of Beredin. It enjoys heavy trade traffic passing through on the way around the Red Mountains, and has some minor farming and mining production of its own. Its permanent citizenry is somewhat limited but its pass-through traffic is considerable. It enjoys great trade and services, like inns and taverns.
Tindalon - Mangelta Union, mid-size city
Tindalon is a walled city formed around an ancient colonization site and is the military hub of the Mangelta Union. It harbours an ancient but functional fusion generator and small production facilities. The high-survivabiity generator has a reasonable supply of spare parts and is rated for a lifespan of a thousand years or more with simple maintenance. The facility includes processors that will turn simple hydrogen into deuterium-tritium fuel and store it for use. Tindalon has supplimentary power generation in the form of a waterwheel and windmills. Their supply of electricity is fairly regular, though fuel for the fusion plant is on and off based on hydrogen supply which comes primarily through trade with the Angels. Tindlon exports energy to the rest of the union and runs scattered mining operations in the Ridgemaze. It is also the base for Mangelta military operations against the Ridgerunners and Redpeak Pass. Mangeltan scientific studies and tax collection are coordinated in Tindalon. It is a stop for the Southern Air Caravan. It has a small but relatively advanced manufacturing industry that builds hammer & cartridge firearms, including automatic weapons. Machined parts come from Harcosa, smokeless powder and gunpowder are traded from Kanduambet. The walled town, or original settlement, is relatively small and crowded. Disorganized settlements and small farms sprall out around it..
Vevoli - Carmissi, large town
A fairly young expansion city of the Carmissi Empire. Intended to promote trade with Kanduambet and provide a military site to secure Carmissi's northern border. Carmissi business interests are pressing for Vevoli to become the Empire's northern seat of arts and learning.
Xirclosa - Cragsquall, small town
Xirclosa furnace is built around an active lava tube. It is a major Cragsquall production facility, responsible for a large part of the Cragsquall Army's original equipment.

Chejjna
Aglain - Comari, mid-size town
Comari town on the southern edge of the Plains of Gudjinai. An unremarkable barbarian town currently held by the peaceful, political Chava tribe.
Athu Tiku - Ghadim, small city
The spread of the Ghadim culture onto the mainland lead to the founding of the fortress Athu Tiku as a base for exploration and expansion. A city gradually grew around the fortress and it became the center of a small Ghadim protectorate over the local villages.
Balamshur - Comari, small city
A small but active port city. Old, rugged, and dirty. Currently held by the Chava tribe.
Bone
An ancient and legendary city. Supposedly the original colony on Saleen. Its original name and even the race of the colonizers are in debate. It grew in the distant past from a cluster of prefab buildings to a small, thriving city before a bout of phenominal ataxia infested it, leaving the city all but abandoned. Bone is a place of legend, and the story goes that it had been called "Colony One" or just "One" in the past. Legend has it that the city is doomed, on a site of recurring ataxial manifestation that will leave it an abandoned shell again and again, hence the name "Bone". The area is a sprawl of ruins, abandoned buildings and sewers, and localized efforts to repopulate the city. In areas, farming has begun among the ruins, power generation has been restored, rebuilt, or reintroduced, and old factories have been converted or restarted. Ataxial corruptions run wild. It is a crazy, dangerous, powerful place. It is currently claimed by the Comari Tay tribe, who raid it regularly and have discussed resettling the city.
Ceris - Comari, small city
A small city on the edge of Comari Wood and the Plains of Gudjinai. It is progressive, thoughtful, and artistic. Its proximity to Bone opens it to the influence and influx of ataxia but it enjoys the protection of the Tay "Black Walkers" warrior tribe.
Coth - Independent, large town
A fairly major shipping port on the island of Terminus in the Elerian Archipelago. Surrounded by smaller towns and fishing villages on the northern island of Providence and southern island of Maroleen, Coth is essentially the leader of a small local protectorate of villages on the Elerian Archipelago and Clustered Islands in addition to hosting much of the ship traffic passing to and from the southern ports along the coast of Chejjna. For a shipping town, it is predictably rough and tumble and chaotic but even beyond that, it holds a reputation for being particularly "foreign" and unsettling for visitors, who tend to stay in the busier, safer sections of the city. Many have said that there is just something not right in Coth; rumours of pirate fleets, ataxial corruption, and secret sects abound, though none have been substantiated.. .
Edrand - Comari, large town
Traditionally, Edrand is the home village of the Red Kinto tribe of the Comari. Edrand is wedged into the rocky foothills of the Eastern Roundtop mountains beside the edge of Comari Wood. While the area is harsh, it gives strong, adaptable residents access to mountain, wood, and plain. The Red Kinto are traditionally a tough, strong mountain-dwelling folk who welcome and integrate anyone who can maintain their stoic lifestyle. Of highly mixed race, Edrand is home to large numbers of Humans, Irruki, Balithrim, and Iliene .
Grochobok - Comari, small city
A well developed and diverse city on the Plains of Gudjinai. It is something of a commerce center for the surrounding plains cities, has a well developed agricultural base providing itself with a variety of food, and is known for craftsmen that produce simple, reliable equipment. The Chava and Red Kinto tribes of the Comari are currently struggling for control of the city.
Hakhun-Dhur - Ghadim, large town
A fortified town on Black Isle. Black Isle is periodically and unpredictably beset by manifest ataxia. Isolated and beset upon, the residents of Hakhun-Dhur have fortified and learned to fight. Hakhun-Dhur consists of an outer city and surrounding farmlands, an inner fortress, and a series of tunnels dug into the rock of the island itself.
Jendan-Lih - Ghadim, mid-size city
Where Sastameriu is the internal center of Ghadim, the seat of her politics and religion, Jendan-Lih is the external center, where visitors and traders are welcome. A clean, bustling port city where all are welcome and safe-guarded by the local Malorices. The largest and busiest city in Ghadim.
Khadar - Comari, large city
Khadar is an old, powerful city. Vestiges of original colonization efforts can be seen in some of the pre-fab buildings that still stand in her rambling old streets. Located at the neck of the land-bridge joining Chejjna to Joryssa, Khadar is an unavoidable stop, and strategic chokepoint to control and tax all land travel from one continent to the other. Currently held by the Taheega tribe of the Comari.
Kol - Comari, large town
Torn into the rocky hills west of the Plains of Gudjinai, just south of the edge of Comari Wood, Kol is a hard, barren place to live. The surrounding farms have been slowly abandoned over the years and the local Tay tribe have become more and more focused on becoming strong, proud warriors that hunt, gather, and raid what they need. The Tay "Black Walkers" are fearless, raiding the ruins of Bone for whatever they can and trading military services and scavenged goods and technology with the Chava tribe for food. The residents of Kol, who are predominantly of Human, Bjaki, and Makkuth decent, are not overly receptive to visitors unless they have something tangible to offer. Their proximity to Bone means that incursions by ataxial corruptions are fairly frequent. The Black Walkers claim sovereignty over the city of Ceris and aggressively protect it from any invasion, ataxial or tribal.
Port Azayr - Independent, small city
Tucked between the ocean and the Eastern Roundtop mountians, Port Azayr has, for the most part, resisted the influence of the "barbaric" Comari that surround them. Port Azayr is a busy little port city, hosting much of the trade traffic that comes into Chejjna by sea. It maintains a democratic local government and militia that guarantees it remains independent and free. It trades aggressively with other progressive, democratic cities to ensure that it can gather the technology, manpower, and political support necessary to remain a step ahead of the barbarism that surrounds. it.
Salamine - Comari, small city
The traditional home of the Comari Taheega tribe. Ancient and powerful, Salamine has grown in the thick of the Comari Wood and has a bountiful supply of wood, food, and water. The local Taheegans promote, to the bestof their ability, art and trade and craft in their forest city.
Sastameriu - Ghadim, mid-size city
The heart and head of Ghadim. Sastameriu is a huge fortress built atop Mount Kachmai, named for a local powerful avian predator. In the center of the fortress are the seats of power for Ghadim: Ghadim Temple, where the Advisory carries out its most sacred religious duties, the Szuveran Palace, where the politics of Ghadim play out, and the Hall of Hearts, where simple warriors become Malorices. Surrounding the fortress, a more traditional city has grown with farmlands surrounding that, on the shores of Sastam Isle. Below the main fortress, the Ghadim have dug deep into Mount Kachmai, creating an unassailable city under the city.
Shihira - Comari, small city
A jungle city of the Comari Taheega tribe. While the core of the city is essentially a tribal village, Shihira has made great strides to ensure it can accommodate foreign traders passing to and from Khadar, capturing their goods, technologies, and monies on the way through. Lodging and areas dedicated to impromptu trading markets abound. The Taheega maintain a sensitive but firm civil police force to ensure it remains a safe and viable trade destination.
Skath Harbour - Independent, large town
Named for a particularly vicious local aquatic predator, Skath Harbour lives up to its name. Skath Harbour is a cold, dangerous place full of cold, dangerous people. It survives primarily on trade and raids, making few apologies for taking what it needs when it needs it. Most of the residents of Skath Harbour are pirates, thieves, and thugs and few people trade there that aren't
Suhaizah - Comari, large city
An ancient and powerful city, home of the Chava tribe of the Comari. One of the original colonies on Saleen, remnants of the ancient past can be seen in the prefab settlement buildings that still stand scattered through this old, haphazard city. Not a tribe centered on war, the Chava are dignified and diplomatic and it shows in the stable, measured pace of this ancient city. Suhaizah is an exceptionally diverse city, containing members of practically every race that has ever made Saleen home.
Yut - Comari, small city
Yut lies just inside Comari Wood, near the Plains of Gudjinai. Its central location has guaranteed that leadership has constantly changed hands for centuries and inevitably hindered its ability to grow and excel as an independent city. It is currently under the control of the harsh and stoic Red Kinto mountain tribe. Yut accepts that leaders come and go and lets the politicians have their day, while it quietly and determinedly goes about its business as usual, trading, hunting, farming. Yut is content to live under the constantly changing rule of others but also maintains an independent and self-serving secondary government that will "influence", to the point of destroying, anyone working against its actual best interests.

Joryssa
Ambitus - Urartu, large town
Capital of Urartu, center of purity and cleansing. A simple, isolated place of independence, subsistence farming and fishing, and the practice and perfection of raiding. The city radiates around Ambitus Keep and ultimately the King's throne.
Araumei - Ceredinus, small city
The major seaport in the Cerdinus nation. The local government and traders aggressively move goods, art, and technology between Joryssa, Chejjna, and Beredin. Araumei hosts one of Saleen's largest and best respected shipyards, with private and government sponsored shipbuilders of exceptional talent.
Dikuma - Ceredinus, large town
Dikuma is a large town, wedged in the nook where the Pauntenny Peaks diverge from the Ceredin Spine mountain ranges. Isolated by the harsh mountains prior to its ancient affiliation with the nation of Ceredinus, Dikuma was left to develop in peace and developed into an independent, self-sustaining little town. The Bakhem were a group of local wanderers who, over the ages, would gradually become exceptionally proficient mountain-men, exploring and mastering the Ceredin Spine. The Bakhem would become key to the Ceredinnian trade routes, carrying goods and guiding small groups of travellers across the Spine to and from Newmempf.
Eritanafl - Bisruk, small city
The citizens of Eritanafl are quiet, industrious, and keep to themselves. There are stout farming, hunting, and manufacturing industries. A strong police mliita act to keep the town safe from a reasonably close incidence of phenomenal ataxia.
Haaverg - Ceredinus, small city
A clean and progressive city, Haaverg is the capital of the nation of Ceredinus. Haaverg is home to art and learning and technology, receiving the benefit of many of the goods brought through Araumei. 
Hamansar - Urartu, mid-size town
A simple subsistence farming and fishing town.  Local would-be warriors train and test in an Urartu Hall to see who is worthy of being sent to Ambitus to raid and cleanse the mainland of the ataxial blight that is the rest of Saleen.
Newmempf - Bisruk, large town
A relatively isolated little town, backed up against the Ceredin Spine mountain range. The town was originally started as a safe place for Saleen's Iliene and Balithrim populations to live in relative isolation. They have a large migratory population of Bakhem, Ceredinnian mountain-men who ply a trade route over the Spine between Newmempf and Dikuma. Overall an intelligent and moderate town, Newmempf maintains strong trade ties with the nation of Ceredinus. This has lead over the ages to a diversification of the population, with traders and explorers seeking to make a life here. Newmempf remains a quiet and thoughtful place to live.
Port Calahiyara - Bisruk, large city
The largest city in the alliance of Bisruk, Port Calahiyara is diversified, bustling, and modern. The major port city on the west coast of Joryssa, Calahiyara trades briskly and has a nice little ship-building industry in place. There is light industry and a strong agricultural community here, making this a diverse and self-sufficient city.
Rhulson - Bisruk, mid-size city
The political and administrative center of the Republic of Bisruk. An ancient settlement, presumably established by the Kharkosanth Empire. Remnants of ancient prefab structures dot the city among aeons of differing architectural styles. The city is busy, chaotic, and proud.
Stout - Bisruk, mid-size town
A settlement and fortification established jointly by the members of the Republic of Bisruk, in the little town of Pellona. Stout's strategic location allows it to protect the Republic of Bisruk from the "barbarism and chaos" of Chejjna and to control and tax the flow of goods across the land-bridge between the continents. Stout is somewhat self-sufficient with scrubby local agriculture and business but largely relies on support from the Republic to feed and supply itself. There is a certain divide between the "local" Pellons and the "invasive" Republicans, though the town has existed this way for centuries.
Wildfire Forge - Independent, small town
A mysterious and isolated place of myth and legend. The story goes that a group of Urartu Warriors ascended Lorchard Peak, searching for fabled chaos breach. They established a small keep and village from which to assail the ataxial corruption at its source. Legend has it that the valiant warriors were completely overwhelmed by the manifest chaos there and those who weren't torn apart became corruptions themselves. The village is now said to be an evil and corrupt place with corruptions running wild in a dark parody of a "human" village. Tales of Wildfire Forge are used to scare children and teach the value of avoiding corruption.
Wororian Forge - Bisruk, small city
Wororian Forge is uniquely located in a cut gouged into the Ograngalli Mountains by the strike of a meteorite. The strike shattered the face of the mountain, causing massive rock slides that littered the plains with mineral rich debris and exposed lava tubes and underground rivers near the base of the mountain. Wororian Forge was established in good proximity to both Wororian Fire Falls and Wororian Water Falls. Wororian Forge has always had a bountiful supply of a wide variety of construction materials, including iron, rare minerals, and wood. For generations, it has produced and attracted exceptional craftsmen and manufacturers. It is a producer of firearms and ammunition.


Islands
Graceport - Independent, small city
An ancient island port, mid-way between Beredin and Joryssa & Chejjna. Graceport is warm island paradise of gravelly  beaches, harsh volcanic mountains and hills, and rich volcanic soil. Naturally abundant with moderate weather. Graceport is nearly self-sufficient but relies on trade, particularly in terms of manufactured goods. Its isolated location leaves it with a certain history of lawlessness, though the local government works with the traders and governments whose trade missions regularly pass through the port to maintain an effective police force. Graceport is an ancient and somewhat legendary city, at once simple and magnificent, run down and idyllic.