Mareten is home to nearly 6 million people; within its walls are men, dwarves, gnomes, decedents of the True Elves, even lizardmen and other strange creatures. The list that follows is a list of every city in Mareten and beyond; the number in parenthesis are the coordinates of the city, either on the map of Mareten, or the map of Mor-Thir. Populations are by family; for a rough headcount, multiply the number by 5, give or take. Market class determines what spells are available, and how much of various goods - lower is better.
Cities of Mareten:
Norston (35,14), pop. 7000: As a mining town, and the base of the North Guard, the city has frequent contact with Airwalkers and Mountain Dwarves. Goods travel south on the Recondite River, and north on the North Highway.
Emerald (50,21), pop. 4000, class III market: A mining town, digging precious gems and metals from solid rock. It's a rough group of mountain dwarves and miners, with little use for the fancy trappings of society.
Evergreen Valley (40,23), pop. 660, class IV market: Evergreen Valley is a quaint village, nestled in a gentle valley. Originally built for logging, it has become a pleasant place for weary travelers to rest their feet.
Three Oaks (34,26), pop. 2250, class IV market: Three Oaks is a way-point for travelers on the Recondite River, with wine, women, and song for the river men. It depends on the river for supplies and trade.
Ferric (22,32), pop. 2000, class IV market: Ferric is a basic mining village, digging iron.
Riverbend (43,34), pop. 16000, class II market: Riverbend is an enormous city, split in half by the river; upscale neighborhoods east, with fancy shops and casual, laughing crowds, and the rougher west, home to the headquarters of the thieves guild, and a large branch of the assassin's guild.
Overriver (54,34), pop. 600, class V market: Overriver is a small city, but built around one of the few bridges over the great Recondite River. It has shops, taverns, and inns for travelers of the river and road alike.
Neptis (63,34), pop. 2400, class IV market: Neptis is the third largest coastal village; though many tiny villages dot the shores, the booming fishing business here has kept the town happy and well-fed.
Laketown (31,36), pop. 10000, class II market: Laketown is a trade city, moving goods between the outer walls, the frigid north, and the balmy south through roads and waterways. Though time has moved the lake out of the city, merchants keep canals to stay within reach.
Ranchton (47,38), pop. 1000, class IV market: Ranchton is a small village of farmers, well-known for growing the largest potato ever recorded.
Claywood's Town (37,39), pop. 3000, class III market: Claywood's Town is a small but prosperous village with ready access to wood, fishing, farms, and trade; founded by Edward Claywood, who had a vision of its future prosperity.
Herefed (42,39), pop. 450, class V market: Herefed is a comfortable village of farmers and ranchers.
Market Lake (29,42), pop. 4000, class III market: Market Lake is a busy town of fishermen and tradesmen, eager to siphon some of the funds from wealthy travelers and businessmen on their way to and from Laketown.
Sacred Grove (51,42), pop. 8000, class II market: Home of the Clerics of the Grove, a holy order of healers and caregivers, and also home to the largest plantation of fruit trees in Mareten - possibly all of Mor-Thir.
Grove City (53,44), pop. 3000, class III market: Grove City looks like a bustling market city, but with free food and shelter from the Clerics of the Grove, it's a freeloader's paradise. Since wine, women, and song aren't free, the population must turn to begging to fund their baser pleasures.
Slowhaven (60,46), pop. 20000, class I market: The capitol of Mareten is a sprawling metropolis that never sleeps. Even without plenty of nearby farm and ranch land, ample fishing, and trade routes from many cities, it is secure in its status as the greatest city in Mareten; guilds, churches, and politicians call it home.
Rivermouth (37,47), pop. 235, class VI market: Rivermouth is a small, grimy, fishing village; it seems most of the city has been built from junk pulled out of the lake.
Wallace (21,48), pop. 11000, class II market: Obviously a military town, built by men, elves, and dwarves next to the Mareten Wall, to house the military patrols and gate-men. The houses and businesses alike are built with military precision and spartan appearance, grey stone as far as the eye can see. It is also a major trade hub, being the first city through the wall.
Soya (43,49), pop. 3000, class III market: Soya is a farming city, with wide streets and sprawling architecture.
Plainsburg (50,50), pop. 3000, class III market: Plainsburg is a ranching town, with fence and pens for sheep, goats, cattle, and chickens surrounding the area. While the smells can sometimes overpower, the citizens are proud of what they've built.
Wheatburg (37,53), pop. 1000, class IV market: Wheatburg is a tiny town that grew out of the lush farms by the river; apart from a basic store and a small inn, there are few amenities for outsiders.
Idylton (44,54), pop. 180, class VI market: Idylton is a tiny trading community, joining traffic from the river to the main road. However, flooding makes the area mostly unfit for living.
Crossroads (50,56), pop. 3000, class III market: Crossroads is a tidy village, built near a connecting road between the major Mareten highways. It does a steady business of trade with travelers to suplement its farming.
Wallton (19,58), pop. 3750, class III market: Wallton is a military town, built along, and on top of, the great wall. It supplies nearly two thirds of the Wall with guards, food, weapons, and armor, and houses the tallest tower in Mareten: Farview Tower.
Crabbale (36,58), pop. 4800, class III market: Crabbale is a logging city, perhaps more out of necessity than need; the forest refuses to stop, and without the logging to hold it back, would consume Crabbale, and indeed any land to the river! The city is well known for its tradesmen and artesians.
Elmburg (30,61), pop. 700, class IV market: Elmburg though tiny, connects the long Wall Trail to Crabbale, shortening the long supply trek by many miles. It provides inns and comfort for the soldiers of the Wall.
Annhoradwy (46,61), pop. 2000, class IV market: Annhoradwy (named after the forest) exists solely to supply Wrapport and other river cities and towns with wood. The wood of Annhoradwy is tough, workable, and fast-growing, and used all over the kingdom.
Wrapport (56,64), pop. 15000, class II market: A sprawling port city, the largest city in south Mareten; its ships take goods from the river and transport them south past the Endless Cliffs to the lands of the Southern Desert, returning laden with exotic spices and opulent riches.
Souton (47,73), pop. 3000, class III market: Souton is a vital part of the Wall supply line; it has countless warehouses for storing supplies from Wrapport, for eventual delivery to Wallend.
Wallend (43,76), pop. 2000, class IV market: Wallend is less a city, and more a garrison; apart from a few inns and taverns, the majority of the residents are soldiers of the Wall.
Cities of the Mountain Dwarves:
Stromsloja (46,4), pop. 25000, class I market: The mountain dwarf citadel; little but snow and ice grace the surface portion, but below, cut into the mountain, is a thriving city, prosperous and protected.
Dundrende Klippe (7,5)(47,6), pop. 18000, class II market: The mountain dwarf trade city; roads, carved into ice, allow trade to flow. Below ground, hundreds of miles of caverns lace the mountain's roots.
Silversand Cove (55,8)(59,6), pop. 5300, class II market: A pirate haven; built on a sandy beach, the houses are in a continual state of sinking into the mire. New buildings are simply built on top of the old, leaving winding catacombs beneath.
Airwalker Peak (22,12)(51,8), pop. 15000, class II market: A windy mountain temple in the north, protected by the Airwalkers, humans that have been given the gift of flight.
Northern People (28,9), pop. 4900, class III market: While the tribes of the far north are usually nomadic, they have a single city: the City of the Northern People.
Cuirt a Gheamhraidh (42,17), pop. 35000, class I market: This is the Winter Court, where the Sylphs and their sophonts spend their days, draped in uncanny luxury.
Cuirt an t-Samhraidh (29,25), pop. 25000, class I market: The warm Summer Court is home to the more hospitable Fae; surrounded with gardens and flowers, it is a beautiful, but no less treacherous.
Independent Cities of the Wild Plains:
Falach a'Bhaile (41,26), pop. 15000, class II market: The Gnome home city is a strange place; it is rumored that none but Gnomes may enter. The entrance is so well hidden that only one of its residents can show the way; even the Fae do not know where it is hidden.
Forreston (15,72)(49,23), pop. 4800, class III market: The largest city near the wall, Forreston is where the bandits and thieves that hide out in the forest come to carouse. Like other independent cities, Forreston has its own guard and its own laws - something that surprises many a traveler.
Cliffport (37,96)(54,29), pop. 8000, class II market: Rough, but hospitable, Cliffport joins the cities of the Wild Plains to the ocean, making it a favorite of sailors and merchants alike.
Innsburg (23,91), pop. 620, class V market: Innsburg may be small, but it lives by the motto "Do one thing, well." As such, it has some of the finest inns in all the Wild Plains. And not much else.
Hill Dwarf Cities:
Crag's Pile (11,98)(48,30), pop. 4000, class III market: Strange domed mounds mark Crag's Pile, a warm and welcoming Hill Dwarf city. Much of the land is above ground; fields and grazing herd animals dot the hills around them, and the city itself has many windows to the outdoors, poking through the hills.
Roundrock (44,32), pop. 18000, class II market: The capital of the Hill Dwarves has large, spacious caverns, well-lit and clean. The inhabitants include dwarves, humans, gnomes, and even the occasional lizardman; Hill Dwarves are welcoming to all.
Dragensmunn (?,?), pop. ?, class ? market: The dark, secret entrance to the caverns of the Deep Dwarves is difficult to find; little more than a recessed keep guards the huge city beneath. The city - or rather, the nation - stretches for miles under the mountains.
Rezulente Joia (?,?), pop. ?, class ? market: Hidden from view and even from scrying, this rumored cultist tribal city preys on lesser tribes, sacrificing them to their dark gods.
Sao Agua (18,38), pop. 5000, class II market: Sao Agua is a large village, just south of the jungle. Too far west to be of the Wild plains, too far south to be in the jungle, and too untouched by evil to be one of the Blasted Cities, Sao Agua is a strange, tribal city, at odds with its status as a trade city, plied by the many merchants that trade along the road.
Cities of Mejasta:
Final Del Rio (36,34), pop. 8000, class II market: The bright, colorful city of Final Del Rio is a warm city of plains and fields. The squat adobe houses are painted in every color imaginable.
Cuidado Mercado (42,40), pop. 12000, class II market: A flashy lake-side city, Cuidado Mercado is the loud, brash, colorful capital of Mejasta. There is always a party happening somewhere, and their loud, brassy music continually fills the streets.
Pueblo de Puerto (41,47), pop. 4000, class III market: Southernmost of the Mejasta cities, Peueblo de Puerto manages trade between Cuidado Mercado and the ocean traders.
Kanca Sehir (7,41), pop. 17000, class II market: The sister city to Korku Baskenti, across the shining Cinnet Ucurumlar; they share their wealth: jewels and spices from the south, and fruit, grain, and slaves from the north.
Korku Baskenti (16,45), pop. 31000, class I market: The largest of the Southern Desert city-states, though its numbers are swollen through the use of slavery. The wealthiest are rich beyond imagination, fed by the jewel mines to the south, while the poor beg and starve in the streets. Many strange, dark creatures call Korku Baskenti home.
Cehennem Limani (25,49), pop. 7000, class II market: Cehennem Limani is a port city of the Southern Deserts, a wretched hive of slavery and slums, full of slavery, kidnapping, thieving, and murder. You may meet a Sheikh or a beggar, and both are equally likely to kill you.
Lost Cities of the True Elves:
Arsaidh Tallachan (4,20): Once the capital of the True Elves, the city has been lost since the third age. Many set out to find it, but few return, and none successfully.
Bhaile Iongantasan (18,15): The ancient True Elf city has long since fallen into ruin; at the beginning of the Third Age, the Taking of the Tower drove the city to utter destruction.
Bhaile Neoichiontas (13,21): Once a shining city in a great, fruitful plains, Bhaile Neoichiontas has become a city of the dead, in the middle of the Swamp of the Dead.
Bhaile Na Gradhach (11,30): Plundered by countless expeditions, the Beacon of the Plains is little but overturned rubble. Still, rumors suggest there may yet be treasure within.
Malvados (56,41), pop. 600, class V market: The largest of the four main islands has a wide, grassy center, protected from much of the weather, and enjoys a bit of trade with Cliffport and Pueblo de Puerto.
Interazad (56,46), pop. 90, class VI market: The safest island to approach, Interazad is the home of a small tribal nation.
Vulka (55,49), pop. 1, class VI- market: Vulka is absolutely inhospitable; its beaches are littered with sharp rocks, and the rest is even less welcoming.
Fuega (51,49), pop. 25, class VI- market: Though tiny, Fuega is still home to a tiny tribal nation.