The comprehensive list of Adventure locations:
Westeros
[]
The Curse of Brightbarrow: "Brightgallow near Three Towers, the seat of House Costayne in the Reach, is the site of some sort of powerful transformative curse theorized to be caused by wishcraft gone awry. Most of the villagers were put to the sword following instances of banditry and cannibalism, but there is an indication that Garth 'The Gallant', a fey-sworn knight, has preserved the lives of the youngest inhabitants who were them taken to Greyshield in secret. Investigate the site in search of whatever artifact had worked the initial transformation.
(
Opposition: ??;
Rewards: ??)
[]
Hunter, turned Prey: Unfortunate as the member of Wildhunt may have been, he earned your ire well – and the help of Wildhunt may prove invaluable. Hunt down the Wildhunt's member, turned stag, in Stormlands, with no magic.
(
Opposition: ??;
Rewards: ??, positive influence with the Wildhunt fey)
Beyond the Wall
[]
Enter Deadwood Vale: Some ancient blight lingers over this rocky vale between barren peaks, that no weirwood tree will grow within ten leagues of it. Even the beasts here are uncannily hateful to men and will attack not out of hunger but malice... or perhaps the need to keep some deeper evil from being awoken.
(
Opposition: ??;
Rewards: ??)
[]
The Seeker of the Wild: The mage that curated the Lorath's infamous gallery of exotic creatures has went to the frozen wastes, looking for more beasts to add to his collection... and vanished, to few's surprise. Still, he is an instrument that is better denied to the Winter, for all that he's insignificant otherwise.
(
Opposition: ??;
Rewards: ??)
Essos
[]
A Smoke of Many Colors: Ibbenise sailors have been hunted by a mysterious cloud of smoke from which none return a while now – but it still being out there does not bode well for anyone – whatever it is. Look into the matter, and deal with the danger. (
Opposition: ??;
Rewards: ??)
[]
The Dreamlands, Haunted: Dreamlands of Sarnor are stalked by something terrifying… and sooner or later, that will be a danger to your people too. Try to find out more about what once turned it's gaze upon you there.
(
Opposition: ??;
Rewards: ??)
[]
The Temples Hidden: Use the widely-available divination, and the mystic amulet of Blind God of Lorath, to find his temples, hidden away across the lands of Essos.
(
Opposition: ??;
Rewards: ??)
Sothoryos
[]
Into the cities of scale-folk: Visit any of the 6 lost Cities of Serpentfolk Yss and Jazzirian informed you of.
(Opposition: ??; Rewards: ??)
-----[]
Yglathir of the Thousand Falls: Built partly atop and partly within a great plateau that towers over the surrounding jungles, Yglathir was once protected by wards woven by the waters that crashed down from the heights. By mist it was warded from sight and by the fury of the raging waterfalls from any attacker who thought to take the city by force. Its' people were known to trade in Serpentstone blood crystal and sepia ink drawn from the blood of the city's colonies of
rainbow serpents that dwelt among the rushing waters as well as more common fare like dried fish, fine pottery and glassware.
-----[]
Sorzin the Thorn-City: Guarded by a great living barrier of poisonous thorns that does not merely slay but induces madness and delusion in any who would enter the city unbidden, the city's great walls are thought to be if not the direct inspiration for the walls and wards that guard many Sothoryi villages than at least the greatest example of that art. Without a doubt the most involved in the affairs of the warm-bloods the merchant lords of Sorzin both warred with certain tribes of Brindled Men for plunder and slaves and accepted the tributes of others. It was the first great serpentfolk city to fall in the Fading Times as its webs of alliances collapsed leading to its sacking by bands of Sothoryi whose shamans had discovered a way of passing through the weakened hedge
-----[]
Loz'Syn, the Crown of the World: Sitting on the edge of the Great Inland desert, straddling one of the few major rivers navigable rivers that grant access to the interior Loz'Syn also had the good fortune of being satiated upon a unique leyline node that allowed the growing of gem scarabs without the ruinous cost in the treasure that raising the creatures would otherwise require. Unlike most other serpentfolk cities Loz'Syn was not destroyed by any calamity or invasion but by the gradual drying up of its river-artery. It is thus likely that many of the city's treasures have been carried away by the last departing inhabitants, then again a smaller portion of its vast wealth would still be precious beyond the dreams of avarice
-----[]
Tolzeen, Jewel of the Bubbling Waters: A city built on stilts of enchanted wood over poisonous waters bubbling in the caldera of an extinct volcano Tolzteen was known for both its export of rare minerals and crystals and the craft of its alchemists who were said to have achieved immortality by imbibing certain fumes and extracts, though it did not save them from the eruption that scoured the city from the face of the world.
-----[]
Nagathisaar, Cradle of the Ancestors: The birthplace of the Naga this city is not laid out as the dwellings of men under the sky might be, not even as much as you had seen already of Seth'Vas. Instead the city is a maze of corridors meant to accompany the sinuous forms of the Naga, though one is unlikely to lack for space to stand within its bounds, the naga never stopped growing age upon age. Here guarded by the eternal ancestors lies the Great Ossuary where the bones of the honored dead were interred that the sages of days yet to come might consult them. Alas, that that it was the very bones that were Nagathisaar's downfall. Ancient darkness crept through the sacred halls infesting the bones with its malice and as the wards died so too did the sage priests and all in their realm.
-----[]
Thiv'Zin, The Bountiful: Constructed upon a vast sprawl of channels damns and spillways Thiv'Zin was in its heyday the most populous realm of the serpent-kin, the breadbasket of the empire, though not quite in the manner one might at first imagine for its people could not eat of the rice it grew. Instead they herded vast numbers of the painted lizards grown fat and docile through the generations. Their skill did not end with meat-beasts however. Some lizards were bred for hide others for fine bone and horn, still others for their fair plumage. Yet these herds died long ago for blight and war claimed fair Thiv'Zin.
[]
Into the Depths: Go through the entrance to Underdark under the city once opposing Lolth.
(
Opposition: ??;
Rewards:??)
[]
Beneath the Silver Mountains: Clear out the Venthari silver mines.
(Opposition: Degenerate Fleshcrafters Drow (Hags), ??;
Rewards: ??)
[]
The City of Black Stone: Set an expedition/task force to Yeen, the city of Blightstone.
(
Opposition: ??,
Rewards: ??, an entire city's worth of Blightstone).
Valyria
[]
Balerion's Might: Seek out The Arch of Balerion… or whatever is left of it – and the great arsenal inside of it, famed to be 'enough to wage war on Hell itself".
(
Opposition: ??;
Rewards: ??).
[]
The Knowledge Unburnt: Seek out Great Library of Oros, the place that held the combined knowledge of Valyria old and new and, supposedly, visited by Fourteen Gods themselves .
(
Opposition: ??;
Rewards: ??, works of Valyrian Scholars and knowledge recovered from the rule of Red Dragons).
[]
Into the Heart of Doom: Venture into the deepest and darkest pars of Valyria – and face the blight that poisons all its descendants and their works.
(
Opposition: The 15th God of Valyria, ??;
Rewards: ??, the bodies of 14 Gods of Valyria)
Asshai
[]
A Path to a Fallen Star: With the secret of the map revealed to you, now there remains but to follow it – venture into the Asshai… Hopefully, evading the gaze of its ruler
(
Opposition: The Bloodstone Emperor, ??,
Rewards:??).
Other Planes
[]
Into the Depths: The darker the depths, the harder the pressure... and stranger the secrets hiding beneath. Lurking in the deepest parts of Plane of Water, many wondrous and terrifying things can be found - but neither is it an easy search, for some of those places have
never known light, and few things are safe when capable enduring pressures as high.
(
Opposition: ??;
Rewards: ??)
[]
In Oil and Smoke, Divinity's Carcass: The "Sundered" Divine forge, reported to us by Hadhayosh as the place of his birth, can be of significant strategic use, even if all one can recover are mere
scraps of lore. Had only it not been lost to tumultuous and chaotic edges of Plane of Fire... Find the Forge, loot as much as possible.
(
Opposition: ??;
Rewards: ??)
[]
A Hateful Eye: Go into the Plane of Earth, to take out Thrasyr, The Hateful Eye. His slights against Shaitan and Efreeti alike had made him no friends, but more importantly, he holds many a treasure beyond mere riches – his knowledge on Undeath may prove to be extremely useful against many dangers Garden faces these days.
(
Opposition: Very Old Hex Dragon (CR 19),
Rewards: ??)
Efreeti War
[]
A Fire, on Fire turned: Aid the rebel Salamander Kingdoms by striking at their rivals
-[]
Update: Whether though some slip of the eye of the Great Sultan or the covert actions of Shaitan or Djinn agents many of the Salamander Realms that hard remained loyal to the Brazen throne erupt in fresh rebellion, not enough to make any of them defect, but sufficient to deal the local Efreeti Commander, Bey Hakim Three Eyes a stinging defeat while the Princedoms in rebellion continue to rally into what is increasingly more than an alliance of convenience. Where before the Battle at Ember Sound they had been fighting to throw off the yoke of Efreeti rule, now they fight for plunder.
(
Opposition: ??;
Rewards: ??)
--[]
Update: While some Salamander Clans remained focused on countering Efreeti forces in their domain, many have scattered hither and yon looking for easy plunder looking for easy pickings and likely to become that themselves if they do not organize again. Whether that is enemy action or simple greed your allies cannot say for certain .
[]
The Enmity Undying: Negotiate with the Lich King Salamander and potentially turn him against the Brazen Throne.
(
Opposition: ??;
Rewards: ??).
[]
Changing the Battlefields, One at a Time: take a
personal part in the war against Efreeti - hopefully breaking stalemates beyond mortal memory.
-[] The Ashen Cysts: Said to be the colony of some lost Formian realm the Cysts tower above the shores of the Sea of Fire like a trio of oddly pyramidal mountains. They lie atop valuable deposits of iron, copper, and other base metals. The vast fortresses that have sprung up upon the slopes also provide a deep pool of Azer slaves known as 'the Pale Ones' as they are raised in total darkness before they see the light of the auction block.
Status: Partial Shaitan encirclement. The network of old formian tunnels has proven hard to cut off even when the Shaitan otherwise closed the gap. Shaitan employ earth-ships in order to try and break through.
--[]
Update: The Ashen Cysts remain a bloody quagmire with the Shaitan not quite able to tighten the noose or incite rebellion among the 'Pale Ones', leaving only the slow grinding advance of dozens of 'Xorn-Spirals' to eat away at the Efreeti fortresses one by one.
---[]
Update: Several of the old formian tunnels in the Ashen Cysts had collapsed, making resupply of two efreeti fortresses more difficult or at least more tenuous. Translocation circles would allow the instant movement of goods and people, but there was a reason why they were frowned upon for civilian and most military purposes. They warped the fabric of the world in a consistent and predictable manner, making them vulnerable to both sabotage and acts of wild magic.
----[]
Update: The commanders of two of the Cyst Cities fell to coups organized by subordinates paid off in Shaitan glass allowing many of the arcane defenses to be lowered just as the final assault began. The fortresses are currently garrisoned by some of the same army elements that aided in their taking but in the long term the Peerless Empire has no interest of expanding its influence that far. The caste of Pale Ones who have been indoctrinated more than any azer slave or Ifrit janissary prove to be a unique challenge however only time will tell what the Sultana and her council decides to do with them.
-[] Div's Delight: Once these caverns at the edge of the Plane of Fire were a place of great, if stark and unforgiving, beauty but centuries of attrition to claim the easy passages between the realms has made them into a haunted wasteland, most beloved of the wretched div who hunt the warriors of both sides to add to their ranks.
Status: Centuries-old stalemate.
--[]
Update: Div's Delight endures in its age-old stalemate, though there have been more Shaitan losses than usual. You suspect the urgency in wishing to capture that damned place has to do with the revaluation of the Efreeti's willingness to create divs in their war, but so far there is no intelligence report on that front.
---[]
Update: More Div begin to appear in the realm that bears their name, cursed spirits woken from slumber or the heralds of something worse? Spies and oracles alike are yet blind to the answer, though the front grows more uneasy with every new sighting. The Shaitan would welcome investigators who can look at the conundrum with new eyes if you can stare anyone capable of enduring the grinding war of that wretched realm
[]
The Throne's lifeline: The Adamantine Mine, though but one of many sources for Brazen Throne, is a critical strategic location for the war. Take it and hold with Shaitan/Djinn forces providing guard, or make it inaccessible for a long time in some way.
(
Opposition: ??;
Rewards: ??, Adamantine)
Other
[]
The Children of Yahzarin: Seek out the surviving Coatls of Jazzirian (one beyond the Sunset Sea, one either in the Summer Isles or some unknown lands west of Sothoyros, one… seemingly either on the Moon or the Sun).
(
Opposition: ??;
Rewards: ??, Coatls ?)
[]
The Shadow over Targaryen Isles: Even in discovering the fabled isles, there remains much until they could become of use. Logistical concerns aside, an unknown force, detected on one of the isles, must be get rid of.
(
Opposition: ??;
Rewards: ??)