Contributions from members of the Paizo Forums, compiled by Weirdo
1. The Colossal Cascade-- a stable portal hundreds of feet wide and at least a thousand feet above sea level, about a mile off the coast. Seawater is constantly pouring out of it, like a waterfall with no cliff. It is believed that the other end of the portal is the Elemental Plane of Water, or on the ocean floor. It is also believed that the spot it hovers over was dry land before it was opened.
2. The Labyrinths of Hrrough-- Eleven square miles of moss-covered granite walls, forming a nigh-incomprehensible maze. Minotaurs are known to make pilgrimages here, and are especially aggressive towards any non-minotaur "trespassers" they find within, though even they no longer remember the maze's original architects. Aerial surveys have thus far failed to provide an accurate map, but have shown several interior landmarks, including rune-etched standing stones, magical fountains, crenellations along portions of interior wall, and (most compellingly) numerous stone passageways leading underground.
3.) The God's Gravestone: This immense mountain has a large fissure running down its North side. Local legend says that the fissure spontaneously opened at the exact moment Aroden died. This made the mountain a congregation spot for some of Aroden's worshippers after his death, but these pilgrimages have all but disappeared as Aroden's church shrank.
4) The Dwarven Vault of Souls - a massive shaft in the earth ringed by over a hundred tiers of mausoleums descending downward from the most recently deceased all the way to the first ancestors of each clan. Dwarves all make at least one pilgrimage in their lives to the Vault to pay their respects, and join their voice in the never-ending hymn that resonated throughout the massive chamber... in time of peace there may only be a few dozen voices at any given time, but after battles or calamities there may be hundred or even thousands. The tune is the same, but every Clan has its own chorus, every family has its own verses as does each individual on the day he is laid to rest - his verse, captured as his epitaph, left for others to sing once more when his cell is visited and he is mourned. Every Dwarven King, before he is anointed, must spend three days of reflection, meditation and atonement at the bottom level, surrounded by all whom have come before him. it is not known if any non-dwarf has ever been allowed within the vault or have ever added their voice to the never-ending hymn.
5) The Wandering Colossi of - A time worn statue 200 feet tall wanders the around an arid valley. The statue seems to have been motivated by a powerful surge of wild magic and ignores anything that is not interfering with its walk.
6) Mt. Symphony-- One of the greatest marvels of dwarven stonework, engineering, and harmonics ever carved, the peak of this mountain has been largely hollowed out and reinforced with steel girders. Numerous tunnels dot the snowcapped peak, carved to catch the prevailing winds just right. The entire mountain is effectively a giant wind instrument, and whenever there is wind on the mountain peaks (nearly always), hauntingly beautiful tones can be heard for miles around. During the windy season, travelers come from all corners of Golarion to hear the music of the mountain.
7) The Phoenix Chrysalis. Sitting alone atop a high mountain peak is a gigantic, life-sized crystalline statue of a phoenix. The first phoenix to have ever been landed on this peak and self-immolated for reasons no longer recalled in story or legend. The blast burned the peak, which has long since recovered, and instead of leaving an egg, left this breathtaking statue. Light from the stars alone is reflected for miles around, but moonlight makes it visible over the horizon, serving as a landmark for travellers and an inspiration to all.
8) Arborium - Created by elves thousands of years ago, the Arborium stands as a monument to their ties to nature. It is a single tree that extends into a forest a hundred miles in diameter. At its heart is a thousand foot tree. All the branches and trunks have been shaped into windows and doors. Among its leaves are flowers which are shut by day but open by night and give off light. Inside there are lighted hallways that form a maze leading to the center of the tree, where steps arise to the top. At the very top is a platform that allows a clear view of the Arborium and surrounding areas.
9) The Bottomless Chasm - in a desert region of the world, a great canyon extends thousands of miles in all directions. It slowly descends until it reaches the Chasm, where it suddenly drops off. Low-laying fog often covers parts of the Chasm, but no one who has descended has ever come back.
10) Water Rises - on particular areas of the world, water flows up instead of down, forming spectacular fountains. Some of these rises extend hundreds of feet into the air and even have smaller ones around them.
11) The Hellmaw-- an endlessly burning column of fire about seventy feet wide and several hundred feet tall erupting from a fissure in an otherwise unremarkable stretch of rocky plains. The heat of the fire is tangible for miles when the wind is right, and has either burned or dried out all vegetation in a roughly one-mile radius. Within this radius, [fire] spells are at +1 caster level, as are any spells summoning a creature of the [fire] subtype. Spells with the [water] or [cold] descriptor, or to summon a creature of the [water] subtype, are at -1 caster level. Additionally, creatures in this radius can not benefit from luck bonuses. Despite its name, planar scriers have determined no actual tie to either Hell or the Elemental Plane of Fire, but have also determined no fuel source for the fire, and no explanation for the site's effect on summoning magic. Even so, wild tales of the place have spread, and the spot is known for ill luck. Devils and those who would summon them are often found at the spot, which is reason enough for most to avoid it.
12) The Laughing wolf- This tarven sits on back roads seeming to move from place to place but always sowing up in the middle of no where. Those who stay at the Laughing wolf rember noting of their stay but the name. This has lead to many rumors such as it is run by a demi-god of tricks, the owner feeds on the memory of those who stay there or that it is run by a lonely old man who does not want every one konwing where he lives but wants some company.
13) The common hero- This cite is a simiple farm owned by Enyir (N, Male, Human, Commoner 20). Despite being an adveture and saving the world Enyir found him self to be common and so did every one else as they soon frgot his heroics and he went back to life as a common farmer but there is still a few odd items laying around his home along with a Trident of stabiility he uses as a pitch fork.
14) The Great Bridge of Sorrows - This marvel of engineering and legendary piece of art is a single span bridge that seems to defy nature as it stretches for half of a mile across the narrowest point of the legendary canyon of the same name, and is wide enough for six wagons to pass abreast. The surface is carved in meticulously detailed figures of legend and documents their exploits. The pure white marble construction is practically dripping in magic wards designed to protect from weather, vandals, attacks, and any other threat that might come against it. The "Sorrows" portion of the name is the only surviving record of the multitude of broken skeletons of unlucky slave laborers lay at the bottom of the canyon directly under the bridge.
15) The paths of pain- A fork in the road leads to two paths. Right is dark and evil while the left is nice and sun light. Both paths are equaly dangerious but hold diffrent dangers. The right holds what one would expect while the other one holds things like vampire bunnies.
16) The primal forest- This place is old and many old and strange creature like primal fey and dinsouras along with reandom primal magic events.
17) The Cloud Sculptures - overhead, and stretching for miles around, are clouds sculpted into fantastic shapes. The clouds do not move with the wind, and any attempts to dispell or otherwise disperse them automatically fail. Natural winds will slowly reshape them over time, but the overall amount of clouds remain the same. Sometimes lights can be seen dancing in the clouds, particularly those shaped like buildings. Getting close to these lights physically causes them to vanish, and divination attempts all come back with "mysterious lights" as an answer.
18) The Crystal Caves - far below the surface, but well within the dwarven realms, lies caverns of huge crystals. Though these caves are no colder than usual, the crystals do emit a gentle light. They can be mined, but dwarves are very protective of them and they are given the equivalent of a national park status.
19) The Golden Wood - these trees have golden barks and silver leaves. They bear crystalline fruit that is edible but their centers will either contain a copper-colored seed about the size and shape of a walnut, which can grow more trees or a gemstone of the same size and shape (which is inert).
20) The Mountains of the Gods - the tips of these mountains are always shrouded in clouds and covered in ice. The tallest navigable one is the size of Mount Everest on Earth, but there are far large ones. Tallest may be the size of Olympus Mon on Mars. Between the ranges are habitable valleys as well as any number of monsters and other creatures. It is rumored the gods live at the top of the highest peak, but no one who has attempted it has ever returned.
21) The Hallelujah Mountains, suitably inhabited by flying creatures like harpies, wyvren, coatls or something even more exotic. Seems like the perfect place for an ancient dragon sage who prefers to be left alone…
22)The Tol Stones. 31 stones each 20'high, 15' thick and 20' wide are spaced equidistant from each other in a circle 87.2' in radius. In the center is a low (3') 15'x15' stone platform. The stone in composition is similar to a granite outcropping of a mountain some 180 miles away, although there is no sign of tool marks on the stones or indication in the mountain of where the stones could have been removed. The Stones appeared in the middle of a farmer's field overnight about 200 years ago and have since become a tourist attraction as well as an attraction for researchers who have so far failed to scry, augur or otherwise discover any other information about the stones. There is no known association of the stone with a divinity and all claims by arcane casters to have had something to do with the stones have proven to be false.
23)The Branch Library of Pythia. Although there is no known Library of Pythia there are several branch libraries found in major cities, each being set up in a small building and having the same set-up, a door off-set to one side allowing a desk to occupy most of the front wall for the library staff and leading to 4 rows of floor-to-ceiling shelves full of books, scrolls and other printed works in no discernible order 20' long ending in a wall of shelves. Due to some sort dimensional instability, and the end of each row of shelves is a T intersection with rows of 20' long floor-to-ceiling shelves ending in a wall of shelves. One of the other notable things about the layout of the branch library is that one never encounters anyone else in the library, and groups will "lose" members if one of them is ever out of sight of the rest, the person will be unharmed but unable to find or be found by the rest of the group. The library staff will mention, if asked, that as a branch library the selection is somewhat limited but those who have explored the shelves report having been able to find incredible numbers of works including several thought to have been lost and many that have never been heard of outside the library. Signs posted over the library staff desk indicate that those with a library card may borrow materials for up to 3 weeks and that library cards may only be obtained at the main library.
24) Chain of the First Slave. This simple bronze chain and copper collar belonged to the first mortal slave owner and was worn by the first slave. Legend has it that it was forged by a lusty smith to better keep his playthings. Several of the links are missing, and prophecy tells that when the links are found and restored, Asmodeus will restore full order to the cosmos. The chain currently resides in Halmyris, Cheliax.
25) World's end: In the furthest reaches of the. North where few go and fewer still survive the land falls away in a single massive cliff that curves away beyond the horizon to the east and west beyond an empty void lies. Every night the skies glow with the lights of the aurora Borealis but on the winter solstice they reach down forming a shimmering curtain of light that blocks view of the void beyond. It is said that on that night one can step into the aurora and travel anywhere in creation. However only one person who did this was ever seen again, wandering half mad from the forests of the south talking about great halls of light filled with swirling orbs of pure colour. Legend says he brought a lump of purest Ciadke back with him and that within a month it had faded forever from the world and is now a colour only mentioned in ancient texts.
26. The Eye of God. Hundreds of hexagonal stone columns, colored white, black, or blue near their tops, sit in an ancient valley that has been carved out by the flow of magma untold eons ago. At the bottom of the valley, the columns are a mere curiosity that form a small maze; however, when viewed from the top of the valley, at the proper angle, their true nature becomes apparent. When viewed properly, the columns take on the perfect appearance of a human eye.
27. Passage From Genesis. This massive aqueduct once served a city now long-dead; cool, clear water still flows freely, despite there being no source of water anywhere near the aqueduct.
28. Yggdrasil. No tree could possibly be this large, right? Right? Yet, here you are. The air is always clean and easy to breathe within Yggdrasil's canopy, and it's rumored that not all of the tree's roots are on the Material Plane. Clever adventurers have been able to trace the roots to the Elemental Planes, Mechanus, Nirvana, Elysium, and even Sigil.
29. The Christ of Rhodes. In a reality where the quake of 226 B.C. did not topple the Colossus, the Byzantine Metropolitan of Rhodes chooses to take offense at the great pagan statue looming over his Christian congregation, and appeals to the Emperor Heraklios. Flush off his empire-saving victory over the Sassanid Persians, the basileos conceives a pet project, sending artisans and engineers from throughout the Mediterranean to the little island. Over the next five years, these painstakingly rework and reconstruct the effigy of Helios into that of the risen God-King Jesus.
30. The Magisterium - a tower of crystal 800 feet tall at the heart of the Samsarran homeland. It is here that the Samsarrans grow their cloned infants. These soulless vessels sit in stasis, held in wait for their need. When a Samsarran dies, their soul travels through the gray wastes back to the Magisterium to claim one of these vacant vessels. The light of the crystalline tower can be seen from anywhere on the continent. The journey and transfer of soul to vessel are traumatic since an infants brain is not equipped to support a fully grown mind, and all but fragments of prior lives are lost. The child is then adopted to a Samsarran family as a form of civil service that most, if not all, undertake at some point, knowing full well that they will need the same aid in their next lives.
31. Perfect Stone Circle- Legend tells of a glowing disk shaped ship landing on this stone circle. It was manned by feathered serpents, some of which stayed. Among the natives who magically maintain this monument are some Coatl hiding in human form. Once a year you can sight between the stones the constellation Draco where they came from, and from where Quetzalcoatl will return.
32. The Gargoyle: Near the western end of the World Scar, deep in the Wilds Lands, is The Gargoyle. The southern wall of the canyon has been carved into a colossal demonic statue hundreds of feet tall. The demon sits on its haunches, its elbows on its knees with its clawed hands out stretched palms up as if asking the world for a sacrifice. Between its cloven hooves is an entrance to a cave.
33. The Pillars of Creation: Deep in the heart of the Keloran Wood, an unending and primeval forest, are the Pillars of Creation. The Pillars, the most sacred site to all the native races of Vogundium, are a grove of five cyclopean trees each standing a mile high. The holiest temple of the Elven faith stands in the centre of the grove, a vast structure of wood that seamlessly blends in with its surroundings.
34. The Gate of Heaven: The walled city of Taifeng is the capital of Hoshen Province. It is a centre of learning and religious study. Visitors to the city must first pass through The Gate of Heaven, a torii gate over 100ft tall. Legend has it that the wood used to craft the gate was gifted to the Emperor Who Is The Ruler of the World in the name of the Heavenly Bureaucracy by the Heavenly Emperor That Sits on the Jade Throne from a grove of trees that grow in Paradise.
35. Nethercity: A vast necropolis in the Kingdom of Ealvick that has twice been the source of Undead Uprisings that threatened the entire continent. It has not been active for centuries.
36. The Frozen Giants: A circle of undetermined number of standing stones, roughly hewn to resemble giant humanoids. Local legend states that if anyone were to stand in the centre of the circle and count exactly how many stones there are, they would come to life.
37. The Ice Caves of Aefnia: Deep in the mountains, far from any civilization, are huge caves of ice. Gargantuan creatures, frozen deep in the ice, are clearly visible through the crystal clear ice. Strange looking humanoids can be seen fleeing from and fighting the monsters.
38. Prophylaxis Isle. This island, found far off the coast, has several gigantic structures of chess pieces strewn about it's surface. Some knocked over,and some broken, others standing proud and austere, with moss and fauna growing over it. Each meticulously detailed in design, and carved from large slabs of stone. It's said that in ancient times, this was a make-shift chess board used by waring giants, when they once roamed the lands. There have never been any concrete proof of giants existing, though what would have built these structures and why do they exist?
39. The Time-Stopped Ruins. Ages ago, a magical experiment went terribly wrong, and the entire region surrounding this castle was threaten to be blasted away by a gigantic explosion. A powerful wizard saved the day casting a permanent version of "time stop" to the castle in the exact moment the explosion went off, freezing the towers and halls as they were blowing up. Walls, bricks, trees and items are now suspended in mid-air, partially destroyed and partially intact. Anyone who tries to enter the time-stopped area becomes part of this eternal ruin.
40. The Wandering Mist. A thick mist which covers a 2-miles radius area, never dissipates, and appears to travel in a random way all across the world. People entering the mist report hearing strange noises and seeing blurred figures walking in the fog.
41. The Fields of Glass. In the distant past, an epic battle between god-like beings took place on these plains. The energies used during this conflict fused everything in the area into green tinted glass. Communities of glass miners dot the borders of the plains, eking out a living harvesting the glass for export to foreign lands. The miners must contend with the Guardian of the Plains. The only "survivor" of the battle, a colossal dragon turned to glass. He wanders the wasteland, his every moment agony, as his joints shatter with every movement only to instantly heal solid.
42. The Menagerie at Kul Vonor. Several acres of grassy valley below the mountaintop dwarven city of Kul Vonor Keep, dotted with tens of thousands of statues. The statues are all of various types of humanoids: mostly elves, humans, hill giants, and kobolds, with some dwarves and gnomes, and the occasional outlier. Every statue has its hands and feet chained with actual metal chains, most of which have hopelessly rusted over years of wear. Each statue has a name, date, and a brief description of various crimes lightly chiseled onto its chest. Some have obviously stood for centuries and have gathered moss and climbing vines, while others have been added more recently. Some have obviously been manicured, some have flowers or foreign flags left at their feet, and a few have been vandalized or even smashed. Some statues have a second date after the first; some of these second dates have already come to pass and others have not yet. Every statue is in fact a living person under the effects of a transmute flesh to stone spell. This is Kul Vonor Keep's highest-security penitentiary, where its most troublesome prisoners are stored as a warning to future lawbreakers. The summary of crimes chiseled on each prisoner's chest serves not only as a warning as to what might earn you this fate in Kul Vonor Keep, but also so that future generations might appeal on a prisoner's behalf, and future judges might opt to show leniency. The fact that some prisoners' "sentences" appear to have ended years ago suggests that the opposite decision is also made at times.
43. Dalak Karluus - The City of Broken Towers. On the northern coast lie the ruins of a city like no other; Dalak Karluus. While most of the city was made of wood and stone, it was famous for its towering and almost impossibly thin towers made of steel-hard glass. At some point in its past a great calamity befell the city, and if viewed from certain angles, the shattered, house sized chunks of glass will reveal images of the former citizens, their faces frozen in terror, all glancing skyward.
44.Dunwitie's Folly a long time ago in a campaign far, far away a rather lacking in faith cleric of a minor good deity (this was before law and chaos were discovered) had a divine revelation that if he could only inspire his followers to dig a deeply enough in a certain spot that they would obtain great wealth. The cleric, by the name of Dunwitie, preached with a newly inspired vigor and soon had hundreds and eventually thousands of followers digging an enormous hole in the ground and for 7 years they labored until Dunwitie had another divine revelation telling him to tell his followers that they had discovered the great treasure of faith, a force so strong that it could move mountains, and they should direct this faith towards the gods instead of towards riches. Many of his followers took this with good grace and went away chagrined at their foolishness, but most of them took this new revelation poorly and Dunwitie was bound and buried up to his neck at the bottom of the hole, where he survived for 7 months eating the rotten food they pelted his head with, until they bored of this and wandered off leaving him to die. It may be that his ghost still haunts the excavation, and to this day those who venture into Dunwitie's Folly often report hearing voices telling them to dig deeper and they will find great riches.
45.Great Pyramid As big on the outside as IRL it is a gateway to a massive necropolis in the Land of the Dead. Ex Libis and Pathfinder members are the only people who came back out alive. Once every 100 years the mummies come out in a bizarre parade. It has developed into a yearly Mummies Parade where cults celebrate those who have come before.
46. Midas Pool. The waters of this lake have the colour and flavour of pale honey. It's said that drinking these waters will make one rich. The truth of this story is unclear, but the pool is capable of granting wealth more directly; anything dipped into the pool precisely at noon on the summer solstice will turn to gold.
47. Palace of the Ice Prince. The stones of this ancient palace are always covered in frost, even on the warmest summer day. In the throne room sits a statue of a prince, seemingly carved from ice but exquisitely detailed and with no sign of any chisel upon him. Locals say that the statue was once a living prince, so cold-hearted he turned to ice. During midwinter celebrations, unmarried girls kiss the prince in the hope of warming his heart and returning him to life. (For a more dramatic wonder, the entire palace may be made of ice.)
48. Vahd Kahl Aevorn, the Three Dragon Isle. The Isle of Vahd, home to nineteen tribes of Tomorian Fire Giants, is a stark place of blasted rock, fiercely burning lava flows, sulphur and ash and great beasts touched by the power of fire. At its heart, three massive mountains stand sentinel over the island, fuming great columns of ash and smoke high into the sky. It is said that in each of these smoldering mountains sleeps a great dragon, three of the greatest Seulisian Wyrms of the Age of Glory. It is known that the giants born in the shadow of these dragons have fire in their veins. The tribes worship the dragons as gods before all others, but the giants fear them all the same. When a Tomorian prays, it is a prayer that the three dragons will not awaken for another thousand years. The Tomorian giants guard the Dragon’s Teeth, the craggy and narrow straight between Vahd Kahl Aevorn and the mainland, and will sink any ship that sails without paying their price. While the giants used to simply throw boulders, heavy enough to hole a ship easily, in recent years they learned to construct immense longbows of black wrought steel. Three man heights tall and massively strong, the giants fire arrows bigger than ballista bolts hundreds of yards that can pierce even the strongest of vessels.
49. Citadel Ioris, the Fallen. This once-mighty fortress city was the site of a siege that lasted 100 years at the height of the greatest war of the Age of Glory. A betrayal and a promise to the black god of spite brought a curse down on the battlefield, and for nearly a thousand years, two great armies of bone and ash have risen to do battle on the eve of each new moon. In present day, the citadel sits at the heart of a great desert and is avoided by all but the bravest explorers. Recently, the armies were freed from their curse, but were not released from undeath. Now for the first time in a thousand years, the two great skeletal armies have free will and find themselves seeking a purpose.
50: Poseidon's(insert appropriate deity) Cane. A portal hundreds of feet wide spewing water down from 100 feet up in the air over the ocean, matched underneath by a massive swirling vortex which it is presumed has another portal at its bottom. Due to the massive speed and force of the water, no one has yet investigated what lies on the other side of either portal(and come back). Occasionally the battered bodies of strange and unknown creatures and beings escape the swirling vortex and float ashore, and ever so often, from a distance, one can see the form of a boat or other purpose built contrivance coming through then getting smashed in the waters below.
51: Alta Nor, the city on the top of Creation. On the top of a massive plateau, nearly a mile from the ground below, lies a city carved from the solid stone of the plateau itself. The city is human sized but massive, easily bigger than any current city known. It is also completely abandoned. - and no apparent remains or creations of the original builders apart from the buildings themselves remain. No records of the city have been found in any history book in anything other than its current abandoned state. No bodies, and no grave sites. From time to time efforts have been made to actually settle here - the settlers have each time disappeared without a trace.
52. The Everfall. This lush landscape is in an eternal struggle between the forces of death and life, at the heart of it lays the World Tree, a great source of druidic magic planted by elves aeons ago to counteract a negative energy well. When the land began to become corrupt the tree called for aid through the instincts of beasts, those who came were unexpected. The power of the tree freed large tribes of gnolls bringing them to it, where they build a metropolis in its branches and along it's trunk. They enjoy a bestial lifestyle knowing they live in a beautiful garden of Eden, worshiping their ancestral spirits and hunting any intruders, but also have to fight off the forces of death who wish their homeland destroyed.
53. The Valley of the Whales. High in the Silver Mountains there is a broad plain where the skeletons of mighty sea-going beasts lie across the ground. No one knows how long they've been there or how they got there in the first place.
54. The Blight's Paw. A bare patch of dust and gravel in the center of a temperate forest, miles away from any settlement, about half an acre large and in the rough shape of a pawprint. Despite being surrounded by healthy vegetation for miles around, the spot itself has no sign of even a single sprout of plant life, not even fungus. The ground is a fine dust with no sign of animal tracks, and any shoe prints seem to almost fade away of their own volition, though not quickly enough for anyone to see it happen. Those who stand in the spot report that even the surrounding weather seems not to want to enter-- there is never any perceptible wind, the dusty ground never turns to mud in even the most torrential rains, snow never sticks to the ground there, and even the sky appears just slightly off-color on clear days. Witnesses have observed birds and bats adjust their course to avoid flying over the spot.
No origin for the phenomenon is known, but travelers have told tales of the spot for at least two centuries, and in that time, there has been no observable change. Druids and priests of Gozreh will sometimes make pilgrimmage to the spot. A few seem noticeably changed by the experience, as though they received an epiphany there. If any of them have discovered the secret behind the spot, none have revealed it.
55. The Glass Forest. On sunny days, this forest appears from a distance as a giant dome of rainbows, as light refracts off the foliage in brilliant arcs of colors. All trees, flowers, vines, and other forms of vegetation found in an average coniferous forest are found here in crystal clear glass imitations. Though the trees and bushes have no leaves, and the flowers have no petals, when sunlight strikes the area, rainbows pour from the plants’ digits instead, creating a dense forest of light, even harder to see and navigate through than the wildest of mundane forests. The ground here is nothing but solid rock.
Though it is unclear how or why, Leshys can be found here, tending to the forest, and dooping would-be harvesters. To friendly travelers, though, the Leshys do offer a warning to avoid the forest on the equinoxes and solstices, for at noon on these days, molten lava bubbles to the surface, melting the glass down to a bubbly obsidian. By sunrise on the next day, though, the forest has been reborn, into a completely new, unique pattern and landscape.
56:The City of the Sands. Located in an immense desert, tantalizing pieces of this massive city appear when the winds cause the sands to shift. When they do shift what is revealed is filigreed architecture, delicate looking and beautiful elvish architecture, joined with Dwarvish stonework. Based on the parts that have shown and subsequently been lost again the city was massive. Neither the eldest of Dwarves nor elves remember a thing about the city - or at least if they do they will not admit it.
56:The Walking Man. A massive statue of a man in a simple man in a robe holding a book. It is located on an ancient road, and has never been seen to move - yet every day it has moved, perhaps some few feet and its pose is different. All attempts to analyze it magically have failed to this point …
57. The Obelisk of Aquapolis. Hundreds of miles out to sea, an enormous tower of pumice and obsidian gently bobs along with the waves. The part that floats above the water line is at least a thousand feet high, and encrusted with barnacles, coral, driftwood, and seaweed. The waves offer glimpses of a broad base, and the way the water sometimes crashes onto one face and pours out of portholes in another hints at a complex structure within. Pods of sea lions have been seen resting on its "shore" at times. The tower itself is ornately carved with petroglyphs, whalebone ornamentation, and portholes. The top of the tower appears to be a functional lighthouse, though no light has shone for centuries. The tower was originally the core of Aquapolis, a massive city comprised mainly of boats, piers, and rafts, constructed centuries ago as a joint effort between a kingdom of humans and halflings and a population of merfolk. The city of Aquapolis was a symbol of peace between the three races as well as a miracle of engineering and a hub for ocean traders, and many dreamed it would be the shining jewel of a new ocean kingdom, but after 40 years of prosperity, a severe monsoon season destroyed nearly all the city's wooden boat-like structures. Aquapolis was abandoned, and the remaining wooden structures have nearly all been lost to the weather, though stories say that the central tower itself has enough underwater space to house a few hundred merfolk... or any other water-breathing creatures.
58) Colossus of the War God. In the harbor of the capital city, there is a 200 ft tall copper statue in the shape of the War God. In ages past, the Colossus would come to life to defend the city. It has not come to the city's defense in centuries, but the capital city continually sponsors researchers and adventurers to try to find ways to reactive the great Colossus.
59. The Cathedral on the Lake. Legends say this grand structure once attracted pilgrims from across the world. A series of natural disasters cut off all access to the structure. Despite being partially covered in moss and half submerged, the ruins still stretch hundreds of feet into the air, and rumor has it that every dawn, you can see the shadows of former priests and worshipers engaging in morning prayer.
60 The Lake of Shadows. Approaching this area from a distance, it appears to be a massive lake, stretching for miles. However, walking into it confirms it is one of the largest illusions ever seen - however, those walking into it can see nothing. They can hear nothing, there are no smells, those who have managed to stumble back out describe complete sensory deprivation. All attempts to dispell the illusion, or a part of it, have thus far failed.
61) The forgotten sea- This long dessert feels oddly wet. Some who enter come out wet and others are found drown on the burning sands.
62) Oread Way. Adapted from ancient Dwarven Roads, the Oread Way is 30 ft wide, 20 feet tall highway - underground. It runs for hundreds of miles under several countries, including a hostile nation. It is used for trading and smuggling. The walls are engraved with Dwarven, Terran, Aklo and Common inscriptions and scenes. Occasionally, there is graffiti on the walls, particularly near side entrances on to the highway from adjacent caverns. Only the highway is actively patrolled - visitors are warned not to stray from the Way or risk terrible death.
62)b The underground road goes in a giant circle, around a country. It's a massive, ritual, summoning circle. It was designed for some sinister purpose, and it's about to be completed.
63) The Deadmills of Mabdaria. In this region, there are windmills and Deadmills. When an architect or mason builds a Deadmill, it is their last project to be competed posthumously. The mill is constructed with machinery to mill the grain leading down under the mill, instead of to a giant windmill blade. The machinery is powered by the animated skeleton of the honored architect or mason, who perpetually serves the community by operating a crank our walking on an attached conveyor belt. This place works best in settings where animate dead is not evil or in a place where Necromancy is common or accepted.
64) The Rainbow Winds. This large forest is located in a small valley between two mountain ranges and is home to a population of harmless caterpillars far larger than it can seemingly possibly sustain. At the beginning of spring, the caterpillars emerge from their cocoons and take to the air by the thousands, riding on spring winds and coloring the sky with their vibrant wings. Most migrate out of the valley to other lands, while some remain in the valley to lay their eggs. This mass migration of butterflies makes the forest a popular pilgrimage site for worshipers of Shelyn and Desna, with some even considering it a minor holy site for both deities.
65) Untrue North. A large quantity of meteoric iron disrupts compass use for miles around this small lowland county. The iron has been used for generations for by locals. Flying overhead, it's hard to tell with all of the forested growth, but the entire lowland is the result of a crater created by a large meteor thousands/millions of years ago.
66) The eye of heaven. This mysterious forest is continually shrouded in fog and sleeting rain pouring in icy torrents from perpetual cloudcover as powerful winds tear between the stunted almost rotted trees. Except for the very heart of the forest where a clearing lies. From treeline to treeline there is only normal weather and a perfectly circular hole in the storm above allowing natural light to shine through on the flowers and a lightly running river. In the centre of this clearing is a cozy little castle made of green stone sitting on small island with a drawbridge joining to a partial bridge sticking out over the river. This castle is always stocked with food, bedding and a warm fire in winter though no one lives there. Even the mightiest spells hurled by the most skilled wizards have failed to scorch or affect the clearing. However all those who have made use of the castles hospitality for longer than 159.84 hours have vanished and no magic has found a trace of them.
67) The evil ocean aka the sea of the dead. No one has been able to explain how this body of water stretching for roughly 8 miles in diameter is able to move around but none can deny that it does so. For the first 2 miles the sea becomes increasingly salty until nothing can live in it, for the next 5 miles a massive sargasso of seaweed lies on this dead water which seems almost malevolent in its ability to entwine and trap ships that enter it. However far and away the most terrifying aspect of this area of water is the fact that lying under the sargasso in the very centre is a patch of water utterly devoid of oxygen. Any creature breaking through the sargasso here immediately sinks for about 8 miles straight down as there is nothing to provide boyancy or support and even spells like waterbreathing are unable to allow a being to survive in here as there is no oxygen to breathe.
68) The crystal lens, this mysterious black lens lies in a forgotten cavern in the depths of the underdark. None know now who crafted it but its said that those who gaze into its depths may see the paths of fate and other worlds where they made different choices, took different paths or where born differently a man born a woman, a woman who took up the art of war rather than raising a family, a man who tried to become a mage and became a drug addicted drifter. However this lens is forgotten for a reason for the longer one gazes the darker and more disturbed the worlds it reveals till it is said something looks back.
69) The dark void. Lying on the equator this hilly island is largely indistinguishable from others except for one strange quirk. If one stands in the right spot and holds their head at exactly the right angle every single star in the sky vanishes leaving a pitch black void hanging over the planet as you stand in a world lit by the cold shadowless light of an overcast day.
70) The ruins of Mel Dorar. Many wars have been fought between gods and men however in this shattered valley magic ran wild and tore the bounds of reality allowing the outer realms to touch it changing it forever. This entire valley is often a deadly trap for those who manage to bypass the Rangers of the Shattered Rainbow who stand guard over its entrances. At first glance it appears to be a perfect spot to settle: brilliant green trees, flowing sparkling blue water, crisp clean snow on the surrounding mountain peaks. However its true dangers seldom appear till one is in too far to run. This is a land under the constant threat of wild magic surges and the weather may turn in a moment from shining sunny skies to torrents of fire, tornadoes of razor sharp glass or rains of icicles. Where every creature from the humble armageddon squirrel to the mighty sonic gorilla posses strange and dangerous powers. Where the land itself shifts and twists so that the way in may not be the way out. Yet even with these risks some few plunge willingly into its depths for tis here that unique and powerful components may be claimed for those willing to take the risk and often pay the price for their greed as if the wildlife,plants and rocks don't claim you the shifting formless nature of this land can often claim do so as the surging magics transform a friend and companions mind and body between one eye blink and the next. On adventurer on the main road tells all who seek the vale of how he saw his entire party of companions de-age to death in moments before emerging to find all they had done undone and not even their own parents remembered them.
71)Primal Ooze. An underground river of magma, and water, meet in this cavern to form a large pond of primal ooze. The ooze is not a monster per se, but a soup of amino acids, proteins, and even DNA. It has 2 valuable qualities. First, if even a strand of hair is put in, it will grow into a clone of the original in just a half hour. Reaching the pond will be difficult because of the second quality. Every 1D6 hours a brand new lifeform crawls(or whatever) out. It could be a baby dinosaur, an ooze or jelly, the spores of violet fungus, a humanoid, or any other life form. The Pond will be surrounded by an Eco-system of subterranean creatures. While aberrations are possible, true outsiders are not. Creatures that need sunlight will make a desperate journey to the surface, or perish and be devoured. As this is a wellspring of both homebrewed and extinct species, many druids and experts seek this place. Where the magma meets the water creates a lot of steam, which gathers at a cloud at the roof of the cavern, then occasionally falls as rain.
72) The High Road. This bridge assembled of huge stone blocks crosses a deep valley containing a sea inlet below. It spans half a mile, side to side. Each block is the size of a small house, and they are crafted to fit together tightly without mortar. The original builders have left no trace of themselves and the bridge has been appropriated by new, mortal, residents. Half-timbered houses, market stalls and even a town hall crowd and overhang the sides of the structure leaving a mere twenty foot wide roadway down the middle. A newly constructed dock clings to the base of the central pillar supporting the span. The inhabitants assume the bridge is theirs now, but there are many passages, now used as drains, leading to the interior of the great bridge.
73) The Living Islands. Off the shore of a particularly inhospitable jungle lies a peculiar chain of small islands. From the shore they seem densely forested and almost look like they bob up and down with the tide. Each one is not an island as such, but rather a living raft of plants and trees crafted and tended by their primitive halfling inhabitants. Their isolation shields them from the savage predators of the mainland. Great Mangrove trees form the backbone of each raft, their salt-resistant roots woven into a hull and structure. Atop this is layered precious fertile soil, sown with edible plants. Densely interlaced vines form a freshwater tank or reservoir at the centre of each island, trapping the potable water needed to survive. Legends even exist of these islands using giant sea creatures as beasts of burden, to tow them to distant waters...
74) The Cogfields. Roughly twenty-seven acres of land in a remote mountainous area, completely covered in a maddeningly-complex mass of clockworks. Lattices of gears and worm screws, pendulums and pulleys, chains, cogs and sprockets as far as the eye can see, constantly in motion. From the perimeter, larger structures are visible in the interior of the cogfields-- gantries holding massive pullies, half-finished towers of brass and iron, and smokestacks that release smoke on certain days, but not others. The sound of metal on metal, erratically punctuated with what sounds like various bells, klaxons, or other noises are audible for miles on a calm day, as the machinery is always in motion. No purpose for this machinery is known or evident, and its origin has been lost to time. Scrying efforts have revealed that within the bowels of the machinery, small skeletons that appear to have been gnomes in life endlessly turn cranks or pull chains. Engineers estimate that the number of known gnome skeletons (three dozen at last count) could not account for the sheer amount of energy required to drive such a colossal machine. If the machine is entirely powered by undead labor, it is estimated that anywhere from 800 to 1,300 skeletons must be within the machine. This does not explain what is being burned to produce the smoke that the machine produces. At various points around the perimeter, gated doorways lead to a small network of catwalks that allow Medium or smaller humanoids to enter the machinery for a closer look. Visitors report that the noise inside is nearly deafening, and in some places sounds like nothing else known on Golarion. They also reports that in certain spots, the Cogfields bear a striking resemblance to a temperate jungle constructed of brass and iron, or of a particularly dense city. These catwalks have been fully mapped, and span roughly a third of the Cogfields but do not appear to lead to any integral piece of the machinery. Nearly all of them terminate at a point of questionable relevance within the machine. Stories of disappearances are common, but many have been revealed as unsubstantiated rumor or unrelated to the Cogfields.
75) Featherfield. Upon rolling hills in this temperate to subtropical region, there is no grass. Only feathers. Feathers grow out the soil, with the quills possessing roots to extract nutrients. They grow up to 1.5 ft tall. If plucked from the earth, the ground vibrates as though reacting to pulling it out of the soil. Locals use the feathers to make exquisite crafted goods.
76) The Mystery Maze Mansion. This strange house was constructed over the waning years of a mage's wife who'd become quite addled. She believed she was being haunted by the spirits of those killed by a self-reloading gun her late husband created. The mansion sprawls out 43,681 feet square in a 209 by 209 foot block. It is surrounded by beautiful gardens and has a fountain in front. From the exterior it simply looks like a cross between a house and a castle. Inside visitors will find a twisting maze of rooms, stairs that lead nowhere or which are oddly spaced, and doors and windows that either lead nowhere or into other rooms. The interior is larger than the exterior, with all rooms being square (the smallest are 5 by 5 while the largest are 100 by 100) and there is a relative gravity effect in place so that any surface is effectively 'down' (it's possible to walk up walls and on ceilings). It is not possible to fly without a spell, however. there are other spells in place to keep the house at a comfortable temperature and clean. Though there are unconfirmed rumors of mysterious disappearances in the Mansion over the years, the only person known to have died in the Mansion is the mage's widow - and her spirit seems not to have lingered.
77) The Thousand Fruits Tree. This tree was created by a magical horticulturalist. Each of its branches has a different type of fruit growing on it. The fruit is perfectly safe to eat. At the top, from a branch growing strait out of the middle of the trunk, a branch exists that only has seeds for this tree. When planted, these middle seeds yield more 1000 fruits trees. All other fruits will only produce a tree of their kind.
78) The Draughts Hills. The area of the Draughts Hills was created by a magic user that loved the game of draughts. There is a flat playing field of 10 by 10 squares of grass that alternate light and dark. The Hills are covered in either red or gold flowers and initially start in the usual position for an international game of draughts. Overlooking the area are two chairs with a normal-sized draughts table on a table between them. This board is set up the same way as the field (it is impossible to move the board from the table). Moving the pieces causes the Hills below to bounce into position. They can also stack on top of one another (neither of these harms anything growing on the field). Once someone wins or forfeits, the game and hills reset themselves. It is rumored that this same mage created a gigantic chess set somewhere.
79. The Dragons' Graveyard On a windswept plain in the far north, away from any other landmark and days if not weeks away from any source of water, there is rumored to be a field littered with the bones of thousands of dragons. This sage has never seen the Dragons' Graveyard or even heard of anyone who has claimed to have seen it, but there are scattered mentions of it in records going back as far as there are records. Some speculate that it is the site of some battle among dragon kind in the early says of the world, some theorize that dragons which live long enough to expire from old age are drawn there when they feel death approaching, yet still others envision that crossing the waste is part of a draconic ritual of fitness and the bones are those dragons which failed the test. All temples of Nethys (and many other organizations and individuals) are on the look-out for any information about the Dragons' Graveyard and anyone able to provide directions to locate the Dragons' Graveyard will amply rewarded
80: The Carnivorous Lake. Deep in the Darklands, explorers may encounter what looks to be a crystal-clear lake stretching far beyond any form of light or darkvision. The canny will note the lack of any fungus or lichen close to the water, or the unnatural stillness. The foolish will approach, only to learn the lake is in fact an impossibly large, mostly dormant ooze. Though it does not attempt to move from the cavern that holds it, any organic material that approaches may be attacked by psuedopods and dragged into the ooze's mass. Several intelligent species of Darkland dwellers live close to the lake, using it as a convenient, if risky, garbage disposal. The most noteworthy residents are a tribe of troglodytes that live above the lake on a series of hewn stalagmites that reach out from the caustic mass and hollowed stalactites, interconnected with bridges. These troglodytes revere the lake, and love capturing other intelligent species to offer as sacrifices. Cultists of Jubilex consider the lake sacred, though there are also cultists to Rovagug who belive the ooze to be one of their lord's forgotten spawn. These cultists actively work to prevent others from feeding the lake, believing that depriving it of food will wake the ooze, letting it flow fourth, consuming all in its path. Legends state that powerful magic items and forgotten artifacts lay at the bottom of the lake, both the acid resistant possessions of former adventurers and evil relics tossed into the depths to prevent evil from getting at them.
81) The Tree of Orothos: The ancient hero-king Orothos ascended to the top of the Thundering Mountains, and ascended into immortality. And by ascended, I mean he became an indestructible tree far above the vegetation line. If you can make it to its grove, its fruits are said to bless those who eat them with a fragment of the hero-king's power.
82)The Impossible Alliance. A statue, thirty feet tall and constructed of what appears to be mithril-plated granite, of an orc cheiftain and an elf noble, smiling and shaking hands. The statue is on an unmarked granite plinth. Local record attests that it has been there for at least a century but its origin is unknown. Local orc tribes have made several attempts to destroy or deface what they see as blasphemous but so far have failed. Most elves become visibly offended and flustered by the statue but few have gone so far as to try and destroy it. The statue radiates a faint aura of transmutation, and most mages believe it is magically repairing any damage done to it.
83) King Solomon's Mine. This dormant volcano is rich with diamonds. This is where a lost, legendary, kingdom financed it's rise. It's full of traps and natural dangers. Legend has it that it will try to kill anyone who seeks to remove diamonds. Volcanic gasses get blamed for monsters who guard the mountain, and talk to it. Since large diamonds are critical to raising and resurrecting the dead, once found, you cannot just let it be.
84) The Devil Trap. A large range of valleys that form a perfect replica of a magic circle.
85) The Tiller's Teeth. This fallow valley has been walled off for more than a century now, and steady patrolling prevents the escape of the undead wights within. No one is sure where they undead came from--there is no record of a battle at the Tiller's Teeth, yet more ghouls pull themselves from the earth within every month to assail the walls. The "Teeth" of Tiller's Teeth are great, flat, triangular stones that stand tall and aloof, in greater numbers the closer you get to the center of the valley. Each Tooth faces the valley's center. On dark nights, reports say they can hear grinding, and each day the Teeth are seen in different positions--over the course of week they carve great circles across the valley.
86)Sarenrae's Mercy. A half an acre of lush vegetation surrounding an oasis in the center of a barren desert, at least four days' journey from any known settlement. The plant life includes several different varieties of flowers, fruit trees, and hardy grasses, and seems to support a small hive of bumblebees in addition to the occasional native animal. In the center, a large rocky outcropping has a natural spring waterfall flowing down one side into a pool large enough for six Medium creatures to bathe in. The vegetation provides enough shade and shelter from harsh desert winds that any creatures in the area never need to make Fortitude saves to resist the effects of the elements. The edge of the pool is adorned by several granite statues of comely gnome women washing their feet with granite soap, filling granite bottles, and offering each other granite fruit from granite baskets. Two of these statues are holding objects not made of granite-- one is balancing a large brass kettle on her head, and the other is carrying a wooden hinged box. The kettle can be removed, revealing the woman's head to be hollow and the spot under the kettle to be an iron grate-- this statue's head is actually a stove suitable for cooking. The wooden box can not be removed from the statue, but can be opened, revealing it to be full of bars of soap. The box radiates a faint magical aura of indeterminate school. Nothing in this area-- the vegetation, the granite, nor even the water-- is native to this region. There is no visible source of the water, and no clear place for it to drain out of the pool.
87)The Sky Rift.One witness claims the mountain of technology came through this. Many witnesses describe it as a rip in the sky that opens wide and then sort of closes up. Things fall out of or into it, usually bringing weather with them. A rift storm usually brings a humanoid, a strange item, and a weird change in the weather. It usually takes a like assortment. Sometimes an entire vehicle or building will come out or go in. A wyrmling dragon got sucked in and came out an hour later a great wyrm. This blue beast came back with a huge crystal that it called a Rift Manipulator which "Sparky" taught a cabal of dragon worshiping sorcerers to use to keep the rift more under control. No mountains have fallen out since.
88) The Dark Utopia. In a pocket of utopia, surrounded by natural barriers, a race of unusually kind frog people can be found. They give freely and trust completely the handful of people that have managed to make their way to their little alcove. They have no written history, only paintings, and none seem above the age of just reaching sexual maturity... as they commit mass suicide during a hatching festival for their eggs, lest the be overcome with bloodlust and devour their young. The players will discover this if they attempt to stop the ceremony and have to race to kill those they "saved" before the eggs can be eaten. If a character is able to decipher the paintings, they will discover a map to…
89) The Temple of the Green God. A narrow pipe constantly pours filthy water into a forgotten fountain in the middle of a ruin that the world moved past. The only building left standing is a library, looted and decayed beyond hope of finding anything useful... but entering one corner causes a ghostly image to appear. The image is of a lithe, frog like humanoid with a light green frill around his neck. He paces back and forth, telling folk stories and preaching politeness and sharing to empty child sized chairs. Every day for a week a new set of stories are read, but they always begin with the same introduction, "Ker[static] the Frog, here!"
90) House of Darkness. In the cellar of this mansion is a cement sealed door with an elder star glued over the keyhole. Still some darkness leaks out. Anybody who tries to live here has to save will DC 20 each night or sleep rage. It's like sleep walking but they try to destroy everything, living or not. They will also have nightmares where they will witness an empty void. Then an inspiration will come into being. It is both inspired to create and destroy. The creative part will wall off the destructive part of itself out in the nothingness, then name itself Genesis. In the nightmere the dreamer witnesses The Darkness creating destructive monsters such as the Terask, to claw at the adamant walls trying to get in to destroy all. Then they wake up screaming.
91) The forest of the albino lords. A cursed forest once ruled by less than benevolent elves. The gods cursed them and all that resides in their domain from flora to fauna suffer from albinism. It is unknown if the elves still live here, those who stay within the confines of the forest for extended periods of time ( a month or longer) begin to slowly develop albinism. If they stay long enough and become changed into a full albino the effect becomes permanent. Their gear even becomes completely white. Any animal or plant eaten from this forest that is completely white has little to no flavor and is bland at best.
92) Puna'chong's Inverted Aerial Fruticetum. The ancient and powerful witch doctor Puna'chong made a bizarre upside-down fruit-tree orchard in the clouds. Traveling across Golarion, it rains poison fruit every 6 weeks for twenty minutes on whatever it's currently floating above. But it tastes good. Take some Pepto, ya pansies. (Additional: The rats have built up a tolerance to it. A huge horde of rats follow the orchard around.)