When Loerth declared war on his own kind, there was a massive war. Much of the continent suffered. Especially the southern portion. This scorched and destroyed land is the last evidence of this. Burned by the breath weapons of the dragons, this land is still struggling to recover. The rest of the land has long since righted itself. This place was the scene of the final great battle. It is scorched and burned. Here and there scrub is beginning to grow. A few of the hardier trees in the land have sprung up here and there. For the most part, however, this is a depressing, burned, wasteland.
It is up to the DM what kind of creatures populate this land. They must be hardy species, however, for there is no water and at the shortest way through is roughly fourteen days. Probably more, considering that they'd have to rest during the hottest part of the day.
This is the sea that surrounds Loerth and separates it completely from the Great Wastes to the West. No one on the Western side of the southern continent has ever been off land, except a few of the hardier mercenaries who have traveled north of the Dwarven Mountains.
The dense forest makes way to a strip of sand. This leads into the Great Sea.
The Great Sea is populated by large and fearsome creatures of the DMs choice. A small boat with the party in it should have an extremely difficult time making it across. There are also sharks and barracuda (see the Monster Manual).
These cities have been destroyed by the dragon's war. No living creatures or people inhabit these ruined cities anymore. They have long been burned. Scrubs are beginning to grow inside them and the ruins of buildings stand as a testament to the former inhabitants. They are dangerous to walk through, as they are prone to weak floors and crumbling walls and ceilings.
The current residents of these cities are the undead. Skeletons, ghosts, and the like.(See the Monster's Manual). Any other ghostly inhabitants that a DM wishes to put in these cities are certainly welcome. The DM may choose to put a rogue wizard and his zombies in there as well. This is a good tactic for large or high level parties. With all the magic in this place, that would be no surprise, really.
This is exactly what it sounds like. It is a large scorched hole that used to be a lake. It was once a freshwater lake. It can now be traversed on foot simply, as there is no water.
This town has roughly 7,000 inhabitants. It was conquered right after Loerth.
INHABITANTS: This town is inhabited by a diverse mixture of orcs, hobgoblins, and humans. There are few elves and only one Dwarven permanent resident, the armorer. The weaponsmith is human. The majority of the Mage's Guild is human. There are a few elves, but, because the inhabitants worship Dari, most elves are uncomfortable in this town.
THE LAW: Loerth's army has absorbed the former police force of this town. There are no longer roaming patrols here, as they are not needed. This town is loyal to Loerth and to Dari, so weapons are permitted inside the town.
THE TOWN: There are a lot of orcs and hobgoblins in this town, so most travelers feel uncomfortable here. Also, anyone who worships a deity other than Dari also may feel uncomfortable. Clerics of Leesha, Eliansa, Otho, or Shanus, often cannot bring themselves to even visit the temple. The Mercenary's Guild is large and the members diverse. After all, most human's in the army are mercenaries.
THE NETWORK: Does not exist here. Worshippers of Dari do not wish to stop Loerth, they want to aid him. Also, the Network is only West of the Scorched Land.
DEITIES: Dari is worshipped exclusively here.
This town of 5,000 is a port town. This is one of the few port towns on the Southern portion of this continent.
THE INHABITANTS: This is a primarily human town. Elves and dwarves also find their way to this busy town from time to time. Characters from this town can carry weapons such as rapiers and choose kits such as Swashbuckler.
THE LAW: Here, like Loringsville, Loerth's army is the law. There are no patrols needed and weapons are allowed.
THE TOWN: This is a typical busy port town with many different people always coming and going. This is a good way for a DM to bring a party from somewhere else into this world. Strangers are not uncommon here.
THE NETWORK: It does not exist here on the Eastern portion of the Southern continent.
DEITIES: Shanus is worshipped exclusively here.
There are 5,000 inhabitants of this town.
THE INHABITANTS: This town is filled with members of the army. Orcs, hobgoblins, human mercenaries, clerics of Dari, anti-paladins loyal to Dari, etc. There are almost no elves or dwarves here. Most newcomers are treated with suspicion.
THE LAW: The army is the law here. No patrol is necessary and inhabitants are permitted to carry their weapons. No one is required to give theirs up at the gate either.
DEITIES: Dari is worshipped exclusively here
LOERTH'S CASTLE 2
Since the travel across the Scorched Lands is so long and uncomfortable most people do not know that the other side exists. Therefore, Loerth keeps a castle on both sides of the Scorched Lands. This one is identical to the other, except there is no secret lair underneath it.
This town has 1000 inhabitants.
INHABITANTS: They are all orcs. There is no mage's guild, but there is a guild for the Shamans. Any non-orcs to enter this town instantly feel very uncomfortable. They will most likely not stay long.
THE LAW: Orcs have a hierarchy that makes Chiefs in charge of their men. There is one great "Chief" in town. He is the equivalent of a sheriff. The rest of the chiefs serve as deputies. There is no patrol and everyone keeps their weapons. The orcs are loyal to Loerth.
DEITIES: Dari is worshipped exclusively here.
This is the capital of the Eastern portion of the Southern part of the continent. There are 10,000 inhabitants. This is the largest city on the Southern portion of the continent.
INHABITANTS: As the capital, every race is represented here. This is close enough to the Elves that the mage's guild is primarily Elven.
THE TOWN: This is the capital. Since every race and class is represented this is seen as a "wild town". Fights break out regularly here. There are more taverns and inns than anything else here. Most of the taverns are rough places.
THE LAW: Loerth's army is the law here. This is the only "free city" on the Eastern side of the Scorched Lands. This means, of course, that all weapons must be surrendered at the gate. There is also still an active patrol here as well.
DEITIES: All deities have representation in this town, excluding Leesha. There isn't enough forest for there to be many worshippers of a forest goddess.
This port town has 1300 inhabitants.
THE INHABITANTS: All races and classes are represented here. Elves primarily stick to the mage's guild, dwarves to the taverns. Characters from here can select weapons like rapiers and kits like Swashbuckler.
THE TOWN: This town is very similar to Notram. It is a typical port town.
THE LAW: Loerth's army is the law here. There are no patrols and weapons may be carried into this town.
DEITIES: Shanus is worshipped exclusively here, this close to the sea.
Ruins is actually the name of a town being built out of the ruins of a town on the outskirts of the Scorched Lands. This town was destroyed along with the rest of the Scorched Lands. However, its position on the very edge of the ruined land helped it recover sooner. There are only about 500 inhabitants currently in this town, but they will soon move their families to this town as well.
INHABITANTS: The hobgoblins chose to build a town on the ruins of this old one. Therefore, the inhabitants are hobgoblins. Their families are waiting to move in with them. They are waiting either in other towns or in an undisclosed village in the plains of the Eastern portion of the continent..
THE LAW: This village is run by the Chief of the Unit currently rebuilding the town.
THE TOWN: This town is only half rebuilt. It is a rough and tumble town. Think wild west town. Everyone is working hard to build the town and reunite with their families.
DEITIES: Dari is worshipped exclusively here. The temple in the center of town is already completed. No Mage's Guild is being built. Instead there is a guild for their shamans.