Achelb: Large city which relies primarily on Porters to move goods. Built in a mountain pass at the entry to a great green valley largely worked by slaves rather than citizens. Nearby small town also bears the name Achelb and is, essentially, a portertown, where people rest between trips to and from the city up rocky trails while carrying imports and exports.
Ellenici: Divided citystate scattered across many islands. Lots of tiny communities with a few cities. Most locales with more than a modest Town population consider themselves to be independent Kingdoms with their own rulers. Largely a mystery, but there are bigger cities to the north, where the mainland is. Strangely, they do not realize they are cursed.
Il'sha-ah: Egyptian region. A single major center of commerce along the Cobra river, with several large towns and a small city further south along the river, former capital, perhaps? Several cities in the desert that have succumbed to it, half-buried, with dunes rolling in, still. There are people within the region who actively seek to uncover the ruins in the hopes of learning what mortalkind did to earn the Wrath of the Gods.
Musarra: Sumerian/Babylonian region. Several small towns in the area, one large city and perhaps a small city as a rival for control over the region? Ziggurats and ruined former cities along rocky declines and near tainted oases. Some people travel from Il'sha-ah to study the ruins and try to find the cause of the curses.
I could use a few more regions... maybe a jungle to the East or West?
Expanding on these with the new information we've put together in the past couple days:
Grisia: Herdsfolk in the grasslands in the shadow of the massive Mountains of Qulha, the people of Grisia have lush and ample fields of millet, wetlands near the lake of Ogdai where waterfowl and fish are in ample supply, and are greatly protected by the Grisian Forest that stretches from the expanding desert to the mountains of Neasc.
Imba: In the Northern reaches of the Opal Savannah is Imba, a collection of villages built closely together, each with their own center and family-centric community, which band together in times of need. Largely independent, otherwise, each village sends a representative to a communal council.
Isles of Myr: The peoples of the Myr Isles are similar in many ways, but each hold to their own unique customs. Tattooing in black ink and broad patterns is quite common, as are fishing in small rafts and boats near to shore. While much of what they eat is fish and crab, their diet is not lacking, and their reed homes often ring out with the screams of pigs or the final calls of chicken.
Kyran: Trade Hub city of the Horselords, named after the Kyrani, the largest remaining tribe who use it as their seat of power. Built as a series of expanding rings which all share a point in the Main Square before the Great Hall of the Horselords, which bears the symbols and flags of each of the fifteen tribes.
Neasc: Within the shadows of the Karepathos mountains and beneath the towering Redwood trees, Neasc is home to strange men of deep superstitions. They fear outsiders, greatly, and challenge any who disturb their isolation within the forest. Even those of the various outlying villages are questioned and challenged when they arrive for trade.