Dross Outpost, fortress outpost once thought to rival Merukis
Luorc: chain within the chain
Moonport, once, ships flew from here
Dungarw Ruins, where the former reever lord lived
Aru'k, island where goblins go
Rondre, once a footpad island
Brendrum Island: largest island in the southern portion of the chain
Devil's Hand, as violent as Merukis, but more evil
Trask Island: where the Trask dynasty lives
The King, island near Trask Island that is, essentially, a giant volcano
Focsle Point, way station near Trask Island where reevers can trade peacefully
Vallam: wild island
Mount Tonmuir, ruled by a mad native
The Guardians: chain within the chain named for ancient Guardians
Ferali, southern most isle, home of legendary swordsmith
Django, next southern most isle, home of legendary harper
Disme, next northern most isle, home of political exile
Jarvis, northern most isle, home of disgraced lawman
Nuralus: strange island near Dross
The Claw, jutting rocky crag
Ironport, port that is heavily laden with metal buildings
The Outer Islands: just what it sounds like
Zambwango, where the monkeys ain't got no tails
Idelo, home to violent natives
Ursulus, home to women tribes
Kwaeg', home to the whale hunters
Island Bridge: string of islands stretching thousands of miles
Key Point: reever controlled region close to Maraddon
Raspor Island, well provisioned island
Hurricane Fort, old Maraddonian fort abandoned, now taken over by reevers
The Red Zone: no go zone near Abaddon
The Edge of Abaddon, closest you can come to the morag islands without being given up for dead
The Straits of Desperation: deepest part of the bridge
Cutter Point, jagged rocks on the edge of the straits
Isle of No Return, furthest you can go without having to go all the way through
The Hidden Hands, string of sandbars that are sometimes too high to cross
Coral: massive reef on the eastern edge of the chain
Cannibal's Island, named for nonexistent natives
Groggy Bar, named for a famous tavern on the island
Leopard Bay: closest region to Myrmexia, home to wild felines
Hero's Landing, where raiders moving into mainlnd Myrmexia usually land
Smuggler's Island, where smugglers keep their goods when coming or going from Myrmexia
Skullface, aptly named island
Central Bridge: huge region that makes up the bulk of the bridge, sparsely populated
The Stretch, 1000 mile region of the bridge that reevers use as little more than a series of hiding spots
Myrmexian Coast: cities along the Myrmexian coast friendly to reevers
Tonu, in the Desert of the Wind, fairly major port that is home to slavers
Maras, northwestern port in the Desert of the Wind that is a jumping off point for many going to Palhur
Qavhir, in Azet, this port is a meeting point for inland bandits to trade with reevers
Maraddonian Coast: cities along the Maraddonian coast friendly to reevers
Belle Point, a small village on the Ienovan coast where the reevers go for water
Bjaldor Island, Jorgendish island where the raiders of that northern realm rule
Kali Point, in the Kali jungles, a nice, hidden port where rogue Imperials have a base
Aldeitos, island off the coast of the Empire where river pirates meet with sea reevers
Zacar Bay, bay in the northern Empire where slave smugglers still hold some sway
Akazadian Coast: cities along the Akazadian coast friendly to reevers
Kagan Outpost, on the cyclops island, rogue cyclops sailors get berths with reevers here
Alizar, on the Island of the Sun, sand elven corsairs sail from here
Hoofport, named for being in the centaur region, it is a small village of mixed races that lacks any form of law
Colyan, in the north of the Empire, a small village without any decent law or order
Beshirim, island near the Cross of the Fire Stones in the Sea of Dreams where the Sea of Dreams pirates stay
The Open Seas: maybe 40 different island strongholds, hiding places, & trading spots of note exist on the open seas, either in floating citadels or random islands