Lankhmar The teeming business center of the known world, by virtue of location and mendacity. Easily the largest of the cities both in population and size, also one of the most strongly influenced by the Merchants’ Guild and the Silent Service. Often smoggy with industry this city is known for its terrible weather.
Quarmall The inverted city, also known as the buried city. 99% of the city is under ground. For reasons of habitability in the early stages of settling, the original founding was actually a small cave network. Now, the only portion of this city that is above ground is its massive, basalt fortress and a portion of Lord Quarmall’s palace. Much of the underground space is naturally occurring, but more has been mined out and vented methodically by excavators and engineers.
Ilthmar The most corrupt city one could ever dream of, it is famed for the beauty of its people and architecture as well. A center for culture and the arts, this place has long been the starting point of any decent performance troupe, but not one of them has been honest. It is considered a fun place to visit, an expensive place to live and a good idea to leave.
Sahreenmar The most chaotic of the cities, a place of pirates, brawling, and a larger black market than legitimate one. It is widely regarded as the best place to go if one is looking for work or to hide. Despite the nature of its occupants it has a rather good relationship with its neighbors as it has never been organized enough to mount any serious competition. The piracy is an ongoing concern, but most regard it simply as a cost of doing business on the Inner Sea
Kleg Nar Kleg Nar is an oddity, in that it exists for just one reason, the Equinox Fairs. This is the city where the merchants of the cities can trade with the Ghouls. Twice a year, a huge convoy of merchant ships arrives and they set up camp in the outskirts of town. There they meet the caravans of Ghouls that come out of the Dead Forest and trade for their exotic leathers and other goods. The day trading is always edgy and tense, as those who are legitimate try and get their business done and get out before the real dealings occur. Once the sun goes down the slave trading begins. Most of these merchants hail from Sahreenmar or Kvarch Nar and are buying or selling captured prisoners or indentured servants. Those the ghouls take are believed to be eaten. Those sold west die in the mines, oarsmen galleys, factories and illicit lumber camps. The traders know that they are selling these people to horrible fates, but the money is good enough to calm any conscience. Many ships’ captains will buy oarsmen from the Mingol and Kleshite nomads. Slavery is frowned upon publicly but can be found almost everywhere there is hard work to be done.
Kvarch Nar A small and dirty but extremely profitable mining town. Most of the people who own businesses there live in Lankhmar and only monitor the receiving end of their shipments. The miners here have dug well into the Trollstep Mountains and have a metal and gem trade to rival that of the Ghouls and the Dwarves. There are a few territorial disputes long brewing.
Ool Hrusp This city is essentially a massive logging camp. Its population is largely seasonal, as is their business, but there is always work to be done and money to be made. The best shipyards in the world are here, as are the greatest carpenters. It has an air of impermanence, so much like Sahreenmar, law is scarce. The regional druidic circle is extremely involved with the business community here, policing the logging rights to maintain sustainability.
Illik Ving The smallest of the cities, it functions basically as a satellite under No Umbrulsk, the majority of the population here are trappers and hunters who sell the furs of the beasts of the Cold Waste. The rest are made up of those crazed few who enjoy eight months of winter a year, and a few religious zealots that have either abandoned or been forced to leave their various monasteries in the two nearby mountain ranges.
No Umbrulsk The stinking jewel of the north. While the ships are built in Ool Hrusp, most of them make their way to No Umbrulsk where they are used for fishing until the day they sink. It is said that you can smell the drying racks before you can see the city from the deck of a ship. Its seaward fortress is particularly impressive when covered in the rime of winter.
The City of Ghouls Not much is known about this locale, as the majority of the people to have visited there were promptly eaten by the residents. They are extremely devout in their worship of the cycles of life and death, and they have great respect for both birth and the taking of life. While most humans see the eating of human flesh as barbaric and disgusting, they see it as the only method of gaining favor with the gods. Every soul they consume brings them more power and brings them closer to outlasting the journey through their underworld to Olpha-ah, their paradise.