Here one finds the center of the Necromancer's slave trade, and a town unusually open to other races. The Necromancers have a constant need for slaves -- or for their bodies, and prices are kept low by the scum who come from far and wide to dispose of unwanted competition, enemies, or family members.
Adad-shuma's watchtowers have their own gruesome ways of attacking the enemy. Storehouses of plague and diseases that, by definition, cannot affect those who are already dead, the towers of this town take a terrible toll on their foes.
A mage turned Necromancer, one former ruler of Adad-usur continued dabbling in machines and engines as a hobby alongside the studies of the Spider Goddess. When unexpectedly faced by war and lacking the time to create legions of troops, she turned instead to her her mechanical skills and the city began manufacturing ballistae. Unusually for Heresh, the town continues the tradition to this day.
A legend says that ancient artifacts of the Spider Goddess are hidden away inside the Ishkun mountain. Hundreds of hopefuls scratch their way into the mountain, seeking items of power -- and incidentally extracting tons of ore. Interestingly, there are those who dare to whisper that the rumor of the artifacts comes from the ore dealers themselves...
The Undead of Ammi-eshuh are in constant struggle with the primeval powers of the forest. Lingering druidic magics cause saplings and seedlings to sprout constantly throughout the town, and only by constantly culling high and low can the slaves and zombies keep up. The cycle is annoying for the Necromancers, but provides them with plenty of extra wood.
Certain Necromancers of of Ammi-saduqa have made a hobby of grave robbery. The town is located not far the Silver Cities, whose passion for jewelry includes richly adorned mummies and coffins. There is constant struggle between the Wizards who police their mausoleums and the thieves of Ammi-saduqa who plunder them, a portion of the thieves' booty is given in 'protection' to their town.
Apal-shipak is an ancient town, even by the ageless standards of the Necromancers. As fortifying the crumbling walls is difficult, the defenders instead focus on clearing the fields nearby and carefully placing well-supplied defensive siege machinery. Any attackers must face an endless hail of heavy missiles.
Vampires chose this as their capital because of the deep and gloomy caves under the town that they converted to catacombs. Desiring protection for their coffins and some peace and quiet, they are willing to ensure that the local garrison is always supplied with a few extra troops.
Piracy is the main occupation of Ashur-gamil residents, and "live goods" are their main source of income. Profits of the slave trade keep the shipyards working at full 'speed, turning out huge quantities of vessels to support this valuable commerce.
Bel-ibni was one of the many towns that fell beneath eldritch fires when the Necromancers lost their great war with the Wizards. The spirits of many dead Necromancers haunt these ruins, and Necromancers in spirit form are almost as dangerous as normal undead ones...
Bel-kudurri's Thieves' Guild could write the textbook on hazardous working conditions. They check their information many times before they dare to present it to their Necromancer customers. After all, any mistake might cost them very, very dearly...
"Abandon all hope" is written on a banner made of human skin and bones that hangs above the gates of Bel-zeri. That's both the town's motto and a warning of the powerful defensive spell that affects anybody who dares to attack it.
The road to Ea-ditana is paved with the bones of enemy warriors for whom it proved to be the last road they would ever walk. Any being coming the same way has ample time to consider what may be waiting for them at the road's end...
In desperate times people turn to desperate solutions, during the plague years many of the infected came to Enlil-saduga, hoping to live on as Undead. Never philanthropic with opportunists who are not true believers, the bodies of many of those unfortunates still serve as a source of military might for Enlil-saduga.
Eriba-ishkun is a museum town where the embalmed bodies of great heroes of the past are collected. Visiting here always has its effect, as even veteran heroes are so impressed by the noble feats of their predecessors that they charge less for their services than they otherwise would.
Strangers are strongly advised to give this town a wide berth, as a curse on it turns anyone who falls asleep here into an Undead creature. Strangely enough the town council built the walls right across a major highway, and the welcoming inns serve strong alcohol at very low prices...
All enemies of the Necromancers agree that their view of Asha as a Spider Goddess of the Undead is corrupted, and over-emphasizes a sole aspect -- death -- of the cycle over which Asha reigns. In Nadin-eshah, however, they claim to have an artifact of the Spider Goddess herself. And corrupted or not, the town is surprisingly difficult to conquer.
The Undead of Nadin-zakir are in constant struggle with the primeval powers of the forest. Lingering druidic magics cause saplings and seedlings to sprout constantly throughout the town, and only by constantly culling high and low can the slaves and zombies keep up. The cycle is annoying for the Necromancers, but provides them with plenty of extra wood.
There are still some people around who crave to become immortal and are willing to pay heavily for that. Such fools are welcome here, where Necromancers offer life after death. The monies paid by the "customers" go straight into the town treasury.
The caves of Ninurta-usur shelter the richest site of crystals in the whole of Ashan, a treasure trove to be easily harvested were it not for the razor-sharp rocks, aggressive spiders, and sweltering heat. Only the Undead, indifferent to these pains, could so simply harvest the mineral wealth.
In the days before the War of the Broken Staff, a majestic city stood here - one of the first founded by the Mages. The town survived many wars but was eventually destroyed, and the victorious Necromancers built Shagarakti on its ruins. Now, they plunder the ancient graves for reinforcements for their Undead armies.
At first glance the walls of Sumu-irkin seemed cracked and aged, hardly a serious obstacle to siege machines. But this is misleading, and those who have tried to take Sumu-ilum have found that out to their peril, catapult missiles can do little harm to ensorcelled gravestones that make up the walls.