The Shifting Sands Desert, known for its unpredictable sandstorms covers thousands of square miles. It is home to the Desertborne Humans, who live nomadically, following the desert's weather patterns. The desert also contains hidden oases, caves and ruins of old cities. On the frontiers of the desert, poachers sometimes threaten the balance, and some bandits roam the desert. The tribes mantain most of the time peaceful relations but thrive for power.
Played | 111 times |
Cloned | 13 times |
Created | 40 days ago |
Last Updated | 1 days ago |
Visibility | Public |

Agricultural Guild Hall
A sturdy, stone building serving as the central hub for coordinating agricultural works in the Hanging Gardens, featuring offices, meeting rooms, and storage for tools and records.

Ashken Teashop
A cozy teashop frequented by the Ashken tribe residents, known for its warm atmosphere and unique herbal blends.

Ashken Tribal School
A school where young members of the Ashken tribe are educated in tribal lore, survival skills, and basic fighting styles. The adobe building is made of sandstone with open courtyards and simple classrooms.

Black Quarry
The Black Quarry is a foreboding open pit filled with dark, jagged stones that seem to absorb light. Echoes of distant picks and the occasional rumble of falling rock create an eerie atmosphere, while the air is thick with the scent of damp earth and minerals. This dark stones are apreciated by the Desertborne artisans and rituals.
Blue Fountain
Nestled in the mountains, the Blue Fountain is a rare and precious water source, known for its serene blue hue and gentle flow. Protected by the Tallesdin Tribe, this sacred site is a place of worship and reverence, where the tribe conducts rituals to honor the spirits of the desert.

Bone Hill
Bone Hill is a vast and eerie expanse within the Bone Dunes, where thousands of ancient bones rise from the sand like a macabre monument. The air is thick with the scent of decay, and the ground crunches underfoot, echoing the whispers of long-forgotten souls.

Caravan Master's Office
A formal, secure office where trade deals are negotiated and caravan routes are planned, attracting merchants and adventurers seeking high-paying but risky jobs.

Cave of the Stoneborne Clan
This ancient cave serves as the stronghold for one of the Stoneborne human clans, known for their resilience. The walls are adorned with primitive carvings depicting their history, and the air is filled with the faint sound of water dripping from stalactites, echoing the clan's connection to the earth.

Cavern of the Ascension
The Cavern of the Ascension is a sacred site revered by the Desertborn tribes, where young initiates undergo the transformative Ascension Ritual. The cavern is adorned with ancient carvings depicting the history of the tribes and the spirits they honor, creating an atmosphere of reverence and mystique.

Central Plaza
A bustling open area serving as the heart of the district, featuring a large ornate fountain at its center. It is the main gathering spot for public announcements and large community meetings.

Central Water Hunters
The Central Water Hunters are ingenious wooden and fabric devices crafted by the Ruyen tribe, designed to capture moisture from the sea winds that sweep across the Endless Beach. These structures stand tall and proud, resembling a series of large, billowing sails that shimmer in the sunlight, providing vital water to the tribe in their arid environment.

Chieftain Court
Chieftain Court serves as the governing seat of Khalid Ashken, the formidable leader of the Ashken Tribe. This grand cavern hall is adorned with tribal banners and intricate carvings that tell the history of the tribe, while the air is filled with the scent of incense and the sound of tribal drums, creating an atmosphere of reverence and authority.

Clay Pits
The Clay Pits are expansive fields where local tribes extract rich, malleable clay from the earth. The pits are often filled with shallow pools of seawater, which the tribes mix with the clay to create vibrant pottery, a vital part of their culture and trade.

Commander's Headquarters
The fortified base of the Ashken tribe commander, serving as a strategic and administrative center for the tribe's operations.

Communal Hall
A large, sturdy hall where Ashken tribe members gather for meetings, celebrations, and rituals. The hall is adorned with tribal symbols and crafted wooden decorations reflecting their heritage.
Crab Island
Crab Island is a unique landmass that shifts and changes with the tides, revealing new paths and hidden coves. The island is teeming with various species of crabs, which the Ruyen Tribe harvests for food during their seasonal visits, making it a vital resource for their sustenance.

Dagger's Edge cairn
A crucial landmark for rendezvous, located in the dried riverbed south of the Sacred Caverns

Dancing Dune
A refined teahouse nestled within a beautifully excavated cave, serving as a gathering place for the elite of the Ashken tribe. The walls are adorned with intricate tapestries, and fine rugs cover the floor, with smaller private caves branching off for discreet conversations.

Datil Oasis
Datil Oasis is a lush sanctuary amidst the arid desert, featuring crystal-clear waters surrounded by vibrant palm trees and colorful flowers. Travelers often stop here to rest, replenish their supplies, and share tales of their journeys.

Desert Caravan Warehouses
Large caverns excavated into the rock serve as storage for goods brought by desert caravans and local market owners, as well as products from artisan workshops awaiting shipment.

Desert Jeweler's Kiosk
A small, well-guarded kiosk showcasing intricate jewelry made from desert gems, polished bone, and rare petrified wood. The jeweler is a master artisan with possible ties to stolen goods and hidden desert mines.

Desert Seed Vault
A carefully maintained storage facility housing seeds of various desert plants, preserved to use them in the agriculture of the Hanging Gardens, and for future cultivation and study.

Desertborne Tents Area
A temporary campsite where the few desertborne travelers set up their tents during their stay at the Northern Exchange, marked by simple, sturdy tents and sparse desert flora.

Dry Oasis
Once a vibrant oasis teeming with life, the Dry Oasis now lies barren and desolate. The cracked earth and remnants of palm trees tell tales of a time when water flowed freely, attracting travelers and merchants alike. Now, only whispers of the past remain, as adventurers seek the secrets hidden beneath the parched ground.

Fountain Square
A bustling village square centered around an ornate stone fountain with crystal-clear water, surrounded by cobblestone paths and benches. The square is a popular gathering spot, often hosting small markets and street performances.

Gates of the Silent Ruins
The Gates of the Silent Ruins stand as a haunting reminder of a once-thriving city, now half-buried in the relentless sands of the desert. Massive stone archways, adorned with faded carvings of ancient deities, loom over the desolate landscape, whispering tales of a forgotten civilization to those brave enough to approach.

Green Republic Consulate
A small wooden building in Northern Exchange village where the Green Republic Consul manages relations with Desertborne tribes and oversees frontier affairs.

Guards Barracks
A small wooden building housing the Green Republic soldiers assigned to protect Northern Exchange village. It serves as their living quarters and operational base.

Guest Houses
A cluster of cozy guest houses located just outside the fortified city entrance, providing lodging for travelers, merchants, and visitors. The area is peaceful with well-maintained paths and small gardens.

Hakan's Shop
A dimly lit, cluttered shop where Hakan conducts shady deals. The air is thick with secrecy and the faint scent of incense.

Hawk's Nest
A rugged cliffside sanctuary where the Ashken tribe breeds and trains desert hawks, vital for hunting and scouting in the harsh desert environment.

Hidden Fissure
A deep, winding fissure in the desert floor, rumored to lead to ancient underground chambers. Bandits sometimes use it as a hideout, and whispers of forgotten treasures echo among the Desertborne.

Hidden Oasis
Nestled deep within the arid expanse of the desert, the Hidden Oasis is a secret sanctuary known only to a few. Surrounded by towering cliffs and lush vegetation, this verdant paradise is home to rare plants with potent medicinal properties, attracting those in need of healing and respite from the harsh desert sun.

Indaks Mining camp
This is a mobile mining camp used by the Indaks Tribe, constantly relocating within the Moving Stones Depression as they search for and extract valuable minerals. It serves as both a temporary home and a workspace for the tribe's miners, reflecting their nomadic lifestyle and deep connection to the earth's resources. The camp provides essential shelter and a base for their mining endeavors.

Khenan Hideout
Khenan Hideout is a secretive base for the notorious Khenan Raiders, nestled within a concealed cavern. The hideout serves as a strategic point for planning raids and storing plundered goods, with a rugged interior that reflects the rough lifestyle of its inhabitants.

Khenan Riders Main Base
The Khenan Riders Main Base is a sprawling cave system that serves as the primary hideout for the notorious bandit group. With numerous passages and chambers, it is a labyrinthine stronghold where stolen treasures are hoarded, and plans for raids are devised, all while being strategically located near the Green Plain for easy access to smuggling routes.

Lizardback Breeding Nests
The Lizardback Breeding Nests are a treacherous area where wild Lizardbacks fiercely protect their young. The ground is littered with large, muddy nests, and the air is thick with the scent of sulfur and the sounds of hissing and growling. Adventurers are advised to tread carefully, as the aggressive guardians will not hesitate to attack anyone who comes too close to their offspring.

Main Square
The central square of the village where locals gather, merchants trade goods, and guards keep watch to maintain order.

Main Watchtower
A tall wooden watchtower built into the wooden walls of Northern Exchange village, serving as the main surveillance point for guards to monitor the surrounding area for threats.

Merchant's Rest Warehouses
A large wooden warehouse complex with multiple compartments where merchants and caravans store goods and animals while negotiating trade agreements.

Mirror Oasis
A shimmering oasis nestled in the heart of a vast desert, the Mirror Oasis is known for its crystal-clear waters that reflect the sky like a perfect mirror. Surrounding the oasis are lush palm trees and vibrant flowers, creating a stark contrast to the arid landscape beyond.

Moon Oasis
Moon Oasis is a mystical haven that springs to life under the moonlight, revealing shimmering waters and vibrant flora. As night falls, the oasis transforms into a serene retreat, attracting weary travelers and curious adventurers seeking solace and rejuvenation.

Moonpetal Bloom Site
A rare and carefully guarded location by the Tallesdin Tribe within the Dark Sands where unique, nocturnal desert flowers, known as "Moonpetals," bloom only under specific, rare celestial alignments or after an infrequent desert rain. The Moonpetals themselves could possess unique properties, used in healing, dyes, or special tribal ceremonies.

Mount Pyros
Mount Pyros is an active volcano that looms over the surrounding landscape, its peak perpetually shrouded in smoke and ash. The ground around it is scorched and cracked, with rivers of lava flowing down its sides, creating a treacherous yet awe-inspiring sight.

Mountain Cavern Infirmary
A large medical facility half built inside a mountain cavern and half extending onto the mountain's surface, dedicated to treating the sick and injured. It features exterior windows for ventilation to prevent the spread of infections.

Nomad Sishan Market
The Nomad Sishan Market is a vibrant, ever-moving bazaar that traverses the vast desert, offering a unique array of goods and valuable information to travelers and adventurers. Stalls are adorned with colorful fabrics, exotic spices, and rare artifacts, while merchants share tales of distant lands and hidden treasures.

Northern Water Hunters
The Water Hunters is a series of intricate devices crafted by the Ruyen tribe, designed to capture the moisture from the sea winds. These structures resemble large, elegant nets made of woven reeds and shells, strategically placed along the coastline to collect dew and humidity, which is then funneled into storage basins for the tribe's use.

Oasis Baker's Cart
A mobile cart with a small oven, selling fresh flatbreads and pastries made with date paste. The warm aroma attracts market visitors, and the baker shares local gossip and notices newcomers.

Opulent Aqua Baths
A luxurious bathhouse where the wealthy indulge in rare, purified water sourced from a hidden spring, featuring ornate marble pools and private steam rooms. While the poor of yhe city suffer thirst, the rich are able to use the water for pleasure.

Oracle Chambers
The Oracle Chambers is a mystical sanctuary where the enigmatic Oracle Olima Yrrein resides. This sacred space is filled with shimmering crystals and ancient runes, providing a serene atmosphere for divination and prophecy. Located in the upper part of the mountain that hosts the Sacred Caverns.

Poachers' Hide
A concealed camp nestled in a solitary soft valley on the edge of the Green Plain near the Shifting Sands Desert, used by poachers as a base for hunting desert fauna.

Qarroshy Camp
The Qarroshy camp is a temporary settlement established by the nomadic Qarroshy tribe, characterized by its military precision and organization. Tents are arranged in a circular formation, with a central fire pit for communal gatherings and cooking, while sentries patrol the perimeter to ensure safety during their brief stay.

Ruined Palace
Once a grand seat of power, the Ruined Palace now lies in shattered stone echoing with the whispers of a forgotten dynasty. Its crumbling walls and collapsed towers hint at a violent past and hidden secrets beneath the rubble.

Ruins of Eldarath
The Ruins of Eldarath lie hidden within the treacherous Sand Labyrinth, a once-thriving city now reduced to crumbling stone and shifting sands. Guarded by ancient skeletons, these ruins are said to conceal treasures from a bygone era, waiting for brave adventurers to uncover their secrets.

Ruins of the Ancient Aqueduct
Remnants of an old aqueduct that once channeled water from the Sacred Caverns across the desert. Only a few stone arches near the caverns remain intact, weathered and cracked by time.

Ruyen Sandport
This temporary camp serves as the mobile home for the nomadic Ruyen Tribe. Their fishing boats, adapted for both sea and land, are ingeniously used as shelters and living spaces, blending seamlessly with the shifting sands of the Endless Beach. It's a place where the tribe gathers, maintains their vessels, and prepares for their next journey or fishing expedition.

Scalding Springs
Nestled in the arid foothills of the Scorched Peaks, the Scalding Springs are a series of natural hot springs that bubble with mineral-rich water. Surrounded by rugged terrain and rocks, the area is known for its healing properties, attracting weary travelers and adventurers seeking respite from their journeys. The Qarroshy Tribe use special bottles to store and cold the water to be able to consume it.

Scorpion King Caverns
A vast network of caves and tunnels, meticulously excavated by giant scorpions. The air is thick with the scent of damp earth and the faint glow of bioluminescent fungi illuminates the walls, revealing hidden treasures and magical artifacts waiting to be discovered. The legends say that the Scorpion King, an enormous creature, protects its treasures.

Shipwreck Bay
Shipwreck Bay is a hauntingly beautiful stretch of sand beach where the remnants of sunken ships lie scattered. The Ruyen tribe scavenges these wrecks for materials to construct their small boats, tools, and artifacts, creating a unique blend of nature and history.

Sky-Watcher's Perch
Perched atop the Sacred Mountain, the Sky-Watcher's Perch is an ancient observatory that offers breathtaking views of the vast plains of the Shifting Sands Desert. This sacred site is not only a place for stargazing and astronomical studies but also serves as a spiritual retreat for those seeking guidance from the cosmos.

Slum's Heart Square
A grimy, bustling square at the center of the slums, surrounded by ramshackle buildings and makeshift stalls. The air is thick with smoke and the scent of refuse, with a constant murmur of desperate voices and occasional shouts.

Snake Ravine
Snake Ravine is a treacherous canyon carved by ancient waters, now a desolate stretch of sand and stone. The walls of the ravine are lined with jagged rocks and sparse vegetation, while the ground is littered with the remains of those who dared to traverse its depths. Rumors speak of hidden treasures and dangerous creatures lurking within its shadows.

Southern Water Hunters
A series of intricate devices designed by the Ruyen Tribe to capture moisture from the sea winds, these structures are strategically placed along the sandy beach. The devices resemble large, woven nets and wooden frames, glistening with droplets of collected water, providing a vital resource for the tribe's survival in the arid coastal environment.

Spirits House
Spirits House is a sacred cavern nestled atop the Spirits Table mountain, where the Desertborne tribe seeks wisdom from the ethereal spirits. The air is thick with incense and the walls are adorned with ancient carvings that tell the stories of past seekers.

Starlit Stones
In the heart of a vast desert, the Starlit Stones rise majestically from the sands, arranged in a way that allows those who stand among them to gaze up at the stars and read their celestial patterns. This ancient site, believed to be a gathering place for celestial saviors, is surrounded by a serene silence, broken only by the whispering winds that carry tales of the cosmos.

Sunstone Quarries
The Sunstone Quarries are vast, shimmering pits carved into the mountainside, where miners extract radiant sunstones that glow with a warm, golden light. The air is filled with the sound of chiseling and the occasional echo of laughter from the workers, who believe the stones bring good fortune and protection from dark forces.

Sunstone Workshop
A large workshop where sunstones are crafted into jewelry, artifacts, and magical items, bustling with skilled artisans and magical energy.

The Alchemist's Grotto
A semi-enclosed booth where a skilled alchemist crafts potent poultices, salves, and elixirs from rare desert herbs and minerals, offering remedies and enhancements for desert travelers.

The Ancient Obelisk
Rising majestically from the endless sea of sand dunes, the Ancient Obelisk is a towering relic of a long-lost civilization. Its surface is etched with cryptic runes that shimmer faintly under the sun, hinting at the powerful magic that once flowed through this sacred site.

The Artisan's Gallery
A prestigious gallery showcasing master crafters and artists from various tribes, preserving and celebrating traditional tribal art forms through exhibitions and workshops.

The Basket Weaver's Nook
A tranquil workshop where desert reeds and grasses are woven into baskets, mats, and lightweight furniture, infused with traditional patterns that tell stories or signify lineage.

The Beggar's Feast Hall
A grimy, cramped communal eating area where the destitute share meager scraps in a spirit of survival and grim camaraderie.

The Bone-Mender's Hut
A small, ramshackle hut owned by a grizzled healer who uses traditional remedies and salvaged supplies to mend bones and treat ailments, often in exchange for barter or favors.

The Cozy Nook
A quaint shop nestled in a medium-sized cavern near the big alleys of the Residential Area, offering high-quality home products such as tapestries, clothes, and pottery.

The Crating and Packing Yard
A large, open bay within the warehouse complex where goods are meticulously crated, bound with ropes, and labeled for long journeys. The air is thick with sawdust and filled with the rhythmic sounds of hammers and saws, making it a bustling hub of activity.
The Crossroads Trading Post
Nestled within sturdy wooden walls, The Crossroads Trading Post serves as a bustling hub where the Green Republic merchants and Desertborne Tribes caravans converge to exchange goods and stories. The air is filled with the scent of spices and the sound of lively bartering, making it a vibrant meeting point for diverse cultures.

The Drunken Nomad
A dimly lit, grimy tavern where the desperate and the weary gather to drown their sorrows or seek information.

The Dusty Ledger Tavern
A dimly lit, bustling tavern where porters and merchants gather to unwind, share stories, and find new work opportunities.

The Echoing Rib-Cages
This camp is built directly within and around the most colossal and intact ribcages of ancient, long-dead creatures. The Karkrei utilize these massive skeletal structures as the primary framework for their shelters, draping hides, woven materials, and even smaller bone plates over the "ribs" to create surprisingly spacious and resonant living spaces. The "echoing" aspect could refer to the unique acoustics within these bone chambers, or how the wind whistles through them, carrying sounds across the dunes that the Karkrei might interpret as ancestral voices or warnings.

The Elder
The Elder is a colossal, immovable boulder that stands defiantly against the relentless winds of the region. It serves as a natural shelter for local tribes, providing refuge during fierce storms and a gathering place for storytelling and rituals.

The Fallen Dome
Once a grand hall of power, the Fallen Dome now lies in ruins, its magnificent structure partially collapsed, allowing the sky to be seen through the gaping holes. Surrounded by the remnants of a once-thriving city, it serves as a haunting reminder of the past, where echoes of forgotten ceremonies linger in the air.

The Forgotten Idol
A crude, ancient idol hidden deep within the rarely visited recesses of the house-caves, secretly revered by some residents who leave meager offerings for protection or a better life.

The Gates
The Gates serve as the heavily fortified main entrances to the city, standing tall with towering stone walls and intricate ironwork. Guarded by vigilant sentinels and magical wards, they are a symbol of strength and security, welcoming allies while deterring foes.

The Glassblower's Hearth
A small, intensely hot workshop where a skilled artisan shapes molten glass into delicate vials, sturdy lanterns, and rare colored beads. The warm air is filled with the mesmerizing sight of glowing glass being crafted by breath and tools.

The Grand Sandstone Theater
A large sandstone theater known for its excellent acoustics, hosting a variety of performance and spectacle arts including plays, musical performances, and magical displays.

The Great Caravan
The Great Caravan is the largest and most vital trade caravan of the Shishan Tribe, traversing the vast Shifting Sands Desert. It serves as a crucial nexus for exchanging goods among various tribes, ensuring survival and prosperity in the harsh desert environment.

The Great Dune
The Great Dune is a gargantuan sand formation located in the southern Sand Ocean, first spotted generations ago. Each year, it shifts northward, seemingly drawn towards the Sacred Caverns, sparking intrigue and concern among the Desertborne Tribes who have debated its significance for years.

The Great Library
The Great Library stands as a beacon of knowledge amidst the vast desert, housing the collective wisdom of the Desertborne. Its towering sandstone walls are adorned with intricate carvings, and within, thousands of parchments and scrolls are meticulously organized, waiting to be explored by scholars and adventurers alike.

The Grimy Lending House
A shadowy establishment where a cunning and intimidating lender offers high-interest loans to desperate locals, demanding impossible collateral that traps them in endless debt.

The Hall of Ancestors
A sacred memorial hall carved deep into the rock, housing effigies, relics, and historical records of past tribal leaders and heroes, revered by the local tribe.

The Haunted Houses
Once a vibrant residential neighborhood, The Haunted Houses now lie in eerie silence, their crumbling facades and shattered windows telling tales of a forgotten past. Sand drifts through the empty streets, whispering secrets of the lives that once thrived here, while shadows flicker in the corners of the dilapidated homes, hinting at the restless spirits that linger.

The Instrument Maker's Haven
A resonant workshop where stringed instruments, drums, and flutes are crafted from desert woods, stretched hides, and hollowed bones. The air is filled with soft, experimental notes from newly finished instruments, reflecting the artisan's deep connection to desert musical traditions.

The Iron Anvil
A small blacksmith shop catering to caravans and merchants at the Northern Exchange, known for quick repairs and custom metalwork.

The Locksmith's Anvil
A small, secure building dedicated to the craft of locks and intricate mechanisms, filled with the precise sounds of files and tumblers. The artisan here creates and repairs everything from simple chest locks to complex strongbox mechanisms, and may offer lock bypassing services for a price.

The Lone Lighthouse
An ancient lighthouse built by a lost civilization, standing solitary on the only rock formation amidst the Endless Beach dunes. It has been unused for centuries but serves as occasional shelter and storage for the Ruyen Tribe.

The Loomyard
A vibrant marketplace section filled with multiple looms weaving a variety of textiles from rough desert canvas to intricate tapestries depicting local legends. The air is fragrant with dyes and fibers, accompanied by the sounds of shuttlecocks and fabric rustling, making it a hub for sturdy clothing and unique fabrics rich in cultural symbolism.

The Lost Shrine of the Desert Winds
A hidden ancient shrine buried in the shifting sands of a the desert, dedicated to a forgotten wind deity. The shrine is partially uncovered, with weathered stone carvings and a faint magical aura.

The Metalworker's Forge
A cavernous forge where blacksmiths, armorers, and toolmakers craft and repair metal items amidst the heat and clang of hammer on anvil. The air is thick with the smell of hot metal and charcoal, and sparks fly as skilled artisans demonstrate their craft.

The Mountain Mouth
The Mountain Mouth is a colossal cave entrance nestled at the base of the towering Blackmountains. Its gaping maw is framed by jagged rocks and ancient, twisted trees, exuding an aura of mystery and danger, beckoning adventurers to explore its depths.

The Mounts' Haven
The Mounts' Haven is a bustling stable located just beyond the city gates, catering to all manner of mounts including horses, camels, and giant lizards. The air is filled with the sounds of whinnying and the scent of hay, as stablehands tend to the needs of both riders and their steeds, ensuring a lively atmosphere for travelers and adventurers alike.

The Oasis Brew House
A lively open-air establishment serving refreshing drinks made from oasis fruits, fermented dates, and desert botanicals. Popular among weary shoppers and traders, it's a prime spot for rest, eavesdropping, and making contacts.

The Orphan's Roost
A network of small, interconnected house-caves and alcoves carved into a rocky hillside, serving as a refuge for abandoned children from the slums. Overseen by a protective elder or older child, it offers safety and a semblance of family to its inhabitants.

The Ossuary Caverns
These subterranean caverns are a natural burial ground where the Karkrei Tribe bury the bones of their dead. Countless remains have accumulated over millennia. The air is still and heavy, carrying a faint, musty scent. It's rumored that deeper within, the bones stir with a faint, malevolent energy, perhaps guarding a forgotten secret or a creature that thrives on death.

The Petrified Grove
Legend says they were once living beings caught in a powerful, ancient magic, and their petrified forms still echo with faint, lingering despair. This is a sacred place for the Stoneborne clans.

The Pit Fighters' Cage
A rough, bare arena carved out in a natural cave depression, used by locals for brutal bare-knuckle fights to settle disputes or gamble small bets. The ground is dirt-streaked and scarred from countless brawls, surrounded by makeshift wooden barriers and crude benches for spectators.

The Potter's Kiln
A quiet, dusty workshop where artisans craft practical pottery from local clays, including water jugs, cooking vessels, and storage jars. The warmth from the central kiln creates a cozy atmosphere, with shelves filled with both finished and unfinished ceramic wares.

The Repair Bay
A bustling workshop dedicated to mending and maintaining wagons, carts, and caravan equipment, frequented by travelers and artisans alike.

The Rope and Pulley Maintenance Shop
A small workshop specializing in the repair and crafting of heavy ropes, sturdy pulleys, and winches used for moving massive crates and goods. The air smells of treated fibers and grease, with skilled, calloused hands at work.

The Sacred Well
The Sacred Well is a revered site for the Tallesdin Tribe, nestled between towering mountains and the arid desert. This small, stone well is the only source of water in the area, flowing gently from the rock, and is meticulously cared for by the tribe. The surrounding landscape is barren, with no vegetation, emphasizing the well's significance as a life-giving oasis in a harsh environment.

The Sand Castle
The Sand Castle is a crumbling remnant of a once-mighty fortress, nestled atop a rocky hill. Its weathered stone walls are adorned with intricate carvings that tell tales of a long-lost civilization, now buried beneath the sands of time.

The Sand Vessel
The Sand Vessel is a unique contraption designed by the eccentric inventor Zarif, allowing for swift travel across the vast desert sands. With its large sail harnessing the desert winds and three sturdy skis gliding over the dunes, it serves as both a mode of transport and a mobile trading post for Zarif's rare artifacts.

The Sand-Digger's Tunnel
A hidden, unstable tunnel entrance disguised as a collapsed dwelling in the slums, leading to a network of illicit, hand-dug passages used for smuggling and escape. The tunnels are prone to collapse, making them dangerous but valuable for those seeking hidden caches or secret routes.

The Scribes' and Cartographers' Annex
A quiet, smaller building dedicated to meticulous record-keeping, mapping caravan routes, and drafting trade agreements, filled with dusty archives and eccentric scholars.

The Shadow Bazaar
A hidden black market nestled deep within the slums, where illicit goods, dubious jobs and information are traded under the cover of darkness.

The Shifting Vein
A major mining site of the Indaks Tribe located in the Moving Stones Depression, known for its constantly moving mineral vein due to the shifting land beneath it.

The Silt-Stained Office
A cramped, dusty office belonging to a shady merchant or fence, where illicit deals and exchanges of questionable goods occur under dim, flickering light.

The Spice Merchant's Tent
A vibrant, aromatic tent overflowing with exotic spices from across the desert and beyond, filled with scents of cinnamon, saffron, and pungent herbs. The merchant offers rare ingredients, local gossip, mild poisons, and unusual remedies.

The Stagnant Spring
The Stagnant Spring is a mysterious water source that flows erratically, often stopping for hours or even days at a time. The Tallesdin Tribe take care of this spring, ensuring that not a single drop is lost.

The Stonecutter's Grotto
A cavern where master stonecutters craft stone into building blocks, carvings, grinding wheels, and grave markers. The air is thick with stone dust, and fragments litter the floor, with potential secret passages hidden in the rock face.

The Story-Weaver's
A quaint bookshop specializing in scrolls, old maps, worn books, and carved tablets, where knowledge from ancient histories to practical guides is bought and sold. It serves as a hub for scholars, collectors, and adventurers seeking valuable lore or help deciphering cryptic messages.

The Storyteller's Corner
A lively shaded alcove in the bustling marketplace where a seasoned storyteller captivates crowds with tales of desert legends, heroic deeds, and local events, serving as a hub for rumors and cultural exchange.

The Sturdy Hide
A bustling leather workshop known for crafting durable armor and intricate leather goods, frequented by adventurers and local nobility alike.

The Sunken Grove Outpost
A temporary camp established around a unique "sunken grove" within the Black Sands, retaining a rare pocket of moisture. The Tallesdin fiercely guard this precious resource, using it for specialized crafts.

The Sunken Shrine
It was once a place of worship for a forgotten desert deity, now only a source of the valley's unsettling sounds. The deity worshipped here was rumored to be a forgotten god of the desert winds, a fickle entity that could bring both life-giving breezes and devastating sandstorms. It was believed that offerings were made not only of precious goods but also of whispers and secrets, hoping to appease its tempestuous nature. Unsettling Sounds: The "unsettling sounds" are more than just wind. Travelers who venture close speak of faint, discordant hums that seem to emanate from beneath the sand, and sometimes, the distinct, rhythmic thump-thump-thump of something large and unseen shifting deep within the earth. Some say these are the last echoes of the god's power. Legends whisper of a hidden chamber beneath the shrine, accessible only when the desert winds align in a specific, almost magical way. This chamber is said to contain a relic of immense power.

The Sunken Vault
Beneath a particularly nondescript and rubble-strewn section of The Slums lies The Sunken Vault. This subterranean lair offers natural protection from the desert's heat and the prying eyes of the city watch, making it an ideal, almost impenetrable, stronghold for a leader who values secrecy above all else.

The Tanned Hide
A small sandstone building housing a leather shop known for finely crafted armor and accessories. The shop is run by a skilled artisan who sources rare hides from local beasts.

The Thirsty Camel
The Thirsty Camel is a bustling tavern located in the heart of a lively trading post. Known for its warm atmosphere and hearty meals, it serves as a gathering place for travelers, traders, and locals alike, offering a wide selection of drinks and a menu filled with regional delicacies.

The Tribunal of Ancient Laws
A grand chamber where tribal elders and judges interpret ancient laws and resolve disputes, upholding justice through long-held traditions.

The Vermin Control Office
A designated corner within a large warehouse complex, this office is dedicated to managing and eradicating pests threatening stored goods. It employs desert-adapted creatures like sand scorpions and specialized traps to keep vermin at bay.

The Weeping Wall
A cliff face where water seeps painfully through cracks, serving as a meager communal water source for desperate residents. The water is guarded or regulated by local strongmen and filtered by women who sell it.

The Weighing Station
A designated area within the bustling warehouse district where goods are officially weighed on massive iron scales. Stern guards oversee the process to ensure accuracy and prevent theft, making it a hotspot for disputes over weight discrepancies.

The Whisperer's Roost
This jagged cliff is a scar from ancient forces, its whispers not wind, but echoes of forgotten rituals or psychic residue from travelers driven mad. Some say they're the dying breaths of a lost civilization, or from a malevolent entity trapped within the stone. A hidden cave, a "mouth" to the earth, is where the whispers originate; inside, the air is thick with physical whispers and glowing fungi. It is said that a "Thought-Feeder," an ethereal creature, lurks here, sustaining itself on fear and fragmented thoughts. Its presence brings dread and intensifies the whispers. Prolonged exposure causes hallucinations, paranoia, and disorientation, with thoughts echoed back distorted. The cliff itself amplifies all sound.

The Whispering Oasis
Nestled within the arid expanse of the desert, The Whispering Oasis is a small, tranquil haven where weary travelers can find respite. Surrounded by lush palm trees and vibrant flowers, the oasis features a crystal-clear pool of water that reflects the sky, offering a refreshing escape from the harsh sun. In this oasis all the caravans travelling to or from the Northern Exchange must stop.

The Whispering Relics
A small, dusty stall tucked in a quiet alcove, filled with ancient artifacts like worn pottery shards, petrified wood carvings, and mysterious tools. The intense proprietor deals in items from deep deserts and forgotten ruins, some rumored to bear subtle blessings or curses.

The Whispering Walls
A network of graffiti-covered walls and crumbling structures scattered throughout the slums, used by residents to secretly post messages, warnings, and coded calls for help through a unique system of symbols and drawings.

The White Village
The White Village is a haunting settlement constructed entirely from the bones of ancient creatures, giving it an eerie yet fascinating appearance. The Karkrei Tribe inhabits this village for several months each year, using it as a sacred ground for rituals and gatherings, surrounded by a chilling aura of reverence and mystery.

The Withered Sentinel
The Withered Sentinel is a gargantuan dead tree that towers over the surrounding landscape, its twisted branches reaching out like skeletal fingers. Legends say it was once a guardian of the forest, now a haunting reminder of nature's wrath, with a hollow trunk that echoes with whispers of the past.

Topaz Mines
Nestled within the treacherous Dead Spires, the Topaz Mines are a labyrinth of shimmering tunnels where the Indaks Tribe harvests precious topaz gems. Accessible only during the brief months when the inner heat subsides, these mines are a testament to the tribe's resilience and resourcefulness in a harsh environment.

Tribes Council Hall
The Tribes Council Hall is a grand structure made of timber and stone, adorned with tribal totems and banners representing the various tribes. Each year, leaders gather here to discuss matters of importance, share resources, and resolve conflicts, fostering unity among the tribes.

Volcanic Forges
The Volcanic Forges are a series of rugged, open-air smithies nestled at the base of the Scorched Peaks, where the Qarroshy Tribe harnesses the intense heat of the nearby volcanoes. Here, skilled artisans craft weapons and armor imbued with the essence of fire, creating items that are both powerful and unique to their culture. This forges are always temporary and improvised tent workshops, as the volcanic activity makes it impossible to establish permanent buildings.

Vultures Graveyard
Vultures Graveyard is a desolate expanse where the Ashken tribe left their dead, a haunting reminder of mortality. The ground is littered with bones and remnants, while flocks of vultures circle overhead, feasting on the remains and adding to the eerie atmosphere of the site.

Warrior's Barracks
The Warrior's Barracks is a medium-sized cavern system where warriors reside and train. The cavern features large training areas, echoing with the sounds of clashing weapons and the shouts of instructors. Dimly lit by torches, the walls are adorned with trophies from past battles, and the air is thick with the scent of sweat and determination.

Warrior's Training Ground
A large open area with sand-covered ground, scattered wooden dummies, and various training equipment for warriors to practice combat skills.

Worker's Guild
A cramped, dimly lit building cobbled together from scavenged wood and metal, serving as a meeting place for the poorest workers seeking to improve their harsh conditions.

Zhainin Encampment
The Zhainin encampment is a vibrant gathering of the Zhainin tribe, consisting of a hundred tents of various sizes, each adorned with colorful tribal patterns. The air is filled with the sounds of laughter, music, and the crackling of campfires as the tribe shares stories and prepares for their seasonal nomadic journey.