14a. Villas of the Butterfly Cartel: A trading cartel of Samurai who dress in foreign clothing have their base here. This family runs a worldwide, yakuza-like criminal network, and their senior members are known for excellent sword and gunplay.
14b. The Handless Farms: Tended by unseen servitors, these farms stop production if the territory is claimed by any nation. The Butterfly Cartel stops excessive access by outsiders, but is careful not to break the enchantments.
14c. The Halfling Throwing Academy: Holds renowned thrown marksmanship tourneys. Rumoured to be linked to the Butterfly Cartel.
14d. Valley of the Horselords: Lush valley ruled by magic talking horses.
14e. city of the Courtesans: Rich nobles from throughout the land dwell here in permanent illusions, staffed by charismatic courtesan-mages.
14f. Halfling Warlord’s cookery School: In this isolated fortress-monastery, a halfling warrior-chef schools his pupils on creating the ultimate culinary achievements. Meals from here give bonuses that diminish with their freshness and can become addictive.
14g. Wizard King’s Harem: A disembodied spirit sends agents out into the world searching for girls from lost noble bloodlines. Once they are brought to the Wizard King’s palace they undergo rigorous tests, presumably so that one might marry the Wizard King and preserve his line.
14h. Boys Only School of Wizardy: Many royal and noble boys come to learn magic here. Rumours persist that mages trained here find themselves unable to cast spells away from their fellow students, in the presence of women, or after they have married.
14i. Island of the Prismancer: A militaristic, isolationist island nation ruled by a wizard who has mastered 3 different kinds of elemental sorcery and his army of dark robed samurai.
14j. The Shifting City: This area is filled with buildings that magically rearrange themselves every few weeks. Many monsters lair here.
14k. Reef Kingdom of the Fish People: The fish people who live here gain levels by mating (the child is born 1 level higher than the parents); their city is a pile of sunken ships.
14l. Territories of the Automated Warships
14m. Domed City of the Green Moon: Periodically appears in the night sky, close enough to fly to by magical (or mundane) means – the domed city is a settlement of Space Aliens (see Carcosa)
14n. Training Grounds of the Tallfellow Throwing Team: Allowed to compete in the halfling throwing league by some ancient loophole, the Tallfellow team recruits from the lands oldest noble houses, taking their misfits and riffraff and instructing them in the art of throwing.
14o. Cartel House of the Tiger God
14p. A well in this area leads to the “dark zone” where a group of witches that use mecha and technology in their rituals. They hunt elemental wizards to power their fortress and keep open the gate to the dimensional rift in which they dwell, until their leader, known as “Messiah” can unearth the treasure in their fortresses megadungeon.
14q. Psychic Academy for girls
14r. Sylvan Glades of Chaos: In this woodland can be found a Bard Academy, a portal which transforms those who pass through it into changelings, a human run magic/cooking academy and hundreds of disused summoning circles.
14s. The entrance to an extradimensional casino is protected by militant catfolk.