A bunch of silly points of interestStar- country capital
Circle - region capital
Square - point of interest
The Wildlands: A mysterious land of prowling Spambots, monsters, giants, and much more. The few who live there do not do so by choice, but rather are those exiled by the wielders of the legendary hammers.
Spambot Cove: A meeting place for the Spambots beyond the wall. They meet here before they organize raids into nearby Spam Country of Casul Province
Code Guru's Keep: The fortress of a Spammer who was exiled to live in the Wildlands. The only place known where the Exiled have made a permanent structure against the ravages of the Wildlands.
Spam Country: A large, wild region. Home to a wild, diverse population. Many attempts have been made to tame the region by both the Ot Empire and Rolpia, but none have proved permanently successful thusfar.
Spamopolis: Capital of Spam Country. The only port in the entire country.
The Tavern: "The Tavern was situated on the crossing of the two major roads of the country, which is to say the two roads that led out of the country and to noteworthy locations elsewhere, and as such it was the only prosperous tavern in all of Spam. Others existed, to be sure, but if you wanted to be reasonably sure that your drink wasn’t half rat piss you went to The Tavern."
Jorick's Compound: Now burned to the ground by the Peacemakers, this was once the base of notorious Spam Warlord Jorick and his harem. Reports say that his slaves began to worship Jorick, praising "his D".
Church of the Porcupine Mimes: semimenipucropehtnioj
The Hall of Games: A small shanty village where people come to gamble away their lives. Popular games include Rabbit Doubt and Chaos.
Bandwagon Manufactory: The only good produced for export in Spam are made here. "Culture", ripe for distribution among the masses.
Legion Compound: Rumored location of the training ground for the mysterious paramilitary organization known only as "The Legion"
--Test Protectorate: A desolate, unpopulated region. Nominally independent, it is under de facto control of Spam Country.
QQville: The only community in the region, a sparsely populated village of newcomers to the continent. The village's economy is based on pilgrimages and tourism.
Memlo Collective: Former territory of first the Ot Empire, and then Spam Country, the people of Memlo came into their own and now maintain their own lands. A large portion of the population are elves, social creatures who love to talk and share pictures above all else.
Pictureville: Capital of the Memlo Collective, a city of a thousand slefies.
Hangout Shanties: A ramshackle village of immigrants from those who found Spam Country too wild.
Charactria: A quiet land full of statues of figures of note.
The Necropolis: A city of the dead. Stories say that heroes go here to die.
Articulo: A land of erudites and scholars, the vale of Articulo is surrounded with an impenetrable mountain range
The Library: A town built around the accumulation of knowledge, here writings on every subject can be found.
Ot Empire: A state with a legacy just as long as Rolpia's, the Ot Empire is in a state of decay. It formally claims all lands to the was of Mod Mountain as its domain, but many of its provinces have long since declared their independence. The Empire itself is decadent, and many of its citizens prefer "philosophical" debate to reclaiming their lost glory.
Derpbate City: The capital of the Ot Empire, and home to a great many forums filled with scholars pontificating on this and that.
The Contest Grounds: An ancient arena where people from around the world gather to test their skills against one another.
Aza's Diamond Mine: He has to get the money he gambles away somehow.
--Rolscuicia: A province of the Ot Empire, it is sparsely inhabited farmland.
GM's Respite: Founded as a stopping point on the Derpy sea trade route between Derpbate City and Cyber Town, GM's Respite is a favorite of travelers and sailors
--The Galerio Wastes:Once a thriving realm of artists, a foul magic has caused the region to become an inhospitable desert.
Artist's Monastery: The capital of the Wastes. True to their roots, here the last citizens of Galerio live and toil at their works of beauty.
Genkai's Well: A bottomless pit. Stories say a foul sorceress opened it hoping to steal art from another world. It radiates intense heat, and seems to be the reason the Wastes are now a horrid desert.
The Frug Tribes: A land controlled by nomadic herdsmen. Travelers say they are an innovative people, with limitless ideas. They also say that most ideas aren't necessarily good ideas.
Requestria: The unofficial capital of the region, Requestria is a trading ground for horses, sheep and other livestock.
Nat's Stables: A ranch which specializes in high-quality ponies for Dwarves, Gnomes and other smaller races
Neelp Papacy: The citizens of Neelp believe that when the Great Mahz first created the world, he stepped to land at Mahz's Landing. Their society is built around their faith, and it seems to an outsider that they can accomplish nothing without asking for help from the Great Admins.
Mahz's Landing: The capital of the Papacy, where Mahz first stepped into the Guild.
Island of Unanswered Questions: A high-security prison for religious dissidents in the Papacy. Sailors say that the low moan of constant questions echos from the island.
Oneon Swamps: A former province of Rolpia, now independent. Situated on the Cyber Straights, Oneon has grown rich on trade. As a result, their society of decadent and hedonistic.
Cyber Town: Built on the Cyber Straights, this city commands the trade between the West and the East
Comrades' Keep: A fortress hidden away in the foothills, the Comrades are servants of the wielders of the Great Hammers
Mod Mountain: The Holy Mountain is where the Great Mahz first gave to his children the Great Hammers, and declared the guardians of the mortal realm.
Peacemaker's Camp: A base camp for excursions bent on taming the wilds of Spam Country and enforcing Mahz's Peace.
Skystone Hub: Sky Stones, the method of communicating over long distance, relay their message to the hub located on the peaks of the Mod Mountain ranges. From here, it is then sent on to its intended recipient. Some say that the Mods monitor the Sky Stone system to root out dissidents.
RolpiaThe largest country of the Guild, Rolpia is a loose federation of states. It claims to have the blessings of Mahz and the Mods, and that its ruler metes out His Will.
GenInt City: The capital of Rolpia, and a melting pot of all the regions.
--Free Cities: The most populated of all the regions, the Free Cities are a loose confederation of wild individuals. They are a phrenic, excitable people, and speak their own unique language.
Speedposterfell: The capital of the Free Cities
Mary Sue's Fortress: Home to the most power, most beautiful, most intelligent, most persuasive, most amazing person in the entire Guild. Known only as " the Mary Sue", she rules the northern Free Cities and patrols the border with the Wildlands, easily stopping any raids from spambots or angry exiles.
--Casul Province: A fertile region, and the second most popular. It is undergoing something of a civil war. The people of Casul Province are divided by philosophy. The HighCasuls, the nobility, feel their rights are more important and the laws of Casul Province should emulate those of the aristocratic Advace. The LowCasuls, the people, the plebs and bourgeoisie fight for a more democratic society, similar to the Free Cities.
HighCasGarden: Capital of the province, home to extravagant feasts and hundreds of nobles.
LowCas Crossing: A large, stinking town. Home to the LowCas resistance,
--Aren Province: A harsh region, filled with animals and plants that kill the weak and strengthen the survivors. The Aren are a warrior people, not unlike the Spartans of our world.
The Battlegrounds: A giant arena where the Aren test their strength against one another. The Strongest of the Aren rule the province.
The Cave of Trials: A sacred location to the Aren, where those who survive to adulthood go through a deadly rite of passage. Those who survive are True Aren, those who don't are not missed.
--Advace Province: The home of the high aristocracy and old money, Advace province is the sparsely populated. The nobles control everything, and to be a serf in Advace is a cruel fate.
Elitist Rock: The most powerful of the Advace gather in this giant fortress to decide the fate of the region.
Longwind Pass: A large mountain chain passes through the Advace Peninsula, and the only pass is Longwind Pass. It is so named because the echos of every conversation had in the pass reverberate through its length. Speeches, cries of passion, dying words, all echo endlessly in the long, winding pass.
--Tablo Province: A young province, Tablo is home to Sailors and Traders. Many have tales of wild, exotic lands to the far east, filled with dungeons and dragons.
Dicer's Den: The largest port in Tablo Province, with a horrible gambling problem.
--Natio Province: Natio is a new province, like Tablo, but the similarities stop there. While Tablo is relatively free and libertine, Natio is stoic and austere. The people of Natio has a strong cultural identify, and do everything for "the benefit of the nation". In times of war, the entire populace will take up arms to fight the enemy,
Enderport: The largest city of Natio, named after a fallen Natio Hero.
Introduction Isle: Arrivals from lands across the Advert Sea are sent here before being allowed to live in Rolpia.