That’s kind of the problem if you let yourself be guided by legends. ._. Most of the time, you won’t find anything, and the rest of the time, whatever you may find will be nowhere near as good as whatever you were looking for.
The problem are the bards…as is so often the case in a fantasy setting. Tales of gilded cities get a better audience reaction than songs of silvered cities…which, in turn, are more popular than yarns of bronzed cities, and so on, and so forth. Since audience reaction is crucial to a bards’ alcohol supply, the temptation is always there to go a bit above and beyond truthful journalism, and perhaps kick the city you’re singing about up a notch or two on the material scale. Then some other bard will come along and steal your song, and kick it up another two notches in the process, and so it goes…the ramshackle, semi-profitable farm of a farmer named Ad’nanapart becomes a legendary lost city only three or four bards in.
Of course, in the early days of computer RPGs, legendary cities consisting of only a handful buildings was quite normal, so perhaps Ad’nanapart is not that far of the mark:
(Also note the skewed economics of that place: 3 shopkeepers and 3 guards to every head of the populace…)
Will our friends really find the legendary Annoying Haseyo amulet in a place like this? Will they even find anything? A good idea might be checking the grain storage for left-overs first – after all, they say that every legends contains a kernel of truth. Better than nothing, I guess. >_>
More on Thurs…uh, Monday.