Here's the place to discuss the development of The Domains of Discourse.
A large, old walled city. The walls seem slightly outdated compared to the rest of the town, implying that it may have been founded by Ethos back during her golden years.
Essentially a Mysterious Location. Players will find themselves there, preferably among a crowd of other guests after a long, long walk. Usually the PCs will be lost, though anyone who wishes to find Nilocus need only to approach the plague. Suddenly the plague will hit the location, sometimes, there will be a lynch pin that kept it away, a mysterious child or monstrous musician, which the players will inadvertently undo. Most residents will slowly have to fight the apathy to become last men, other times, the streets will fill residents who were instantly turned and the players will have to seek out survivors.
In both cases, the players will have to deal with the hordes of Lastmen outside and possibly inside, while rationing supplies and keeping an eye on other visitors and survivors in order to ensure that they don't turn. For maximum effect, have a PC in the group volunteer to have their character turn. Signs of Turning is acting gradually more apathetic while gradually losing their colour. More stoic and or sociopathic characters will may be forced to make rolls to prevent themselves from turning.
Win Conditions; To save the natives [temporarily] and drive back the plague, one needs to return the lynch pin in place. To revive those who have become Lastmen in the campaign, it will be necessary to escape through the "Closed Gates" and venture to Vesperra.
Typically players will find a Native of the town who was once a visitor but has been assimilated into the town. Typically they are paranoid and bookish, claiming the PCs have "No Exit" and plotting an escape route himself. He will, once the PCs earn his trust, provide exposition on the nature of the town. He will not leave the front door, if possible leave it ambigous as to whether or not this is his fault or otherwise. If the PCs try to drag him out against his will, he will hit a barrier and by physically prevented from doing so.
I'll rework this into an adventure, if you don't mind. Maybe a mini-campaign.
The Existentialist Whinery: The agri-industrial hamlet of Hamlet, surrounded by grape fields. The hamlet is dual-centric, the Church square (which is round, really) is home to the theistic Kierkegourd brewery, while the Übertrink brewery is right next to the Meaning Market.There are several smaller home-breweries around the hamlet, but those are mainly there for self-consumption or actually owned by either of the two big players and included in their export stock for variety.
Led by the Grapes of Wrath
A small Kingdom on the northern border of Ethos, little more than large village in reality, ruled over by the Leviathan, a King with Dragonly Bearing. His subjects are the Hobbesgoblins, split even between those who worship him and those who live outside of his sovriegnty. To the leaderless Hobbegoblins, life is as nasty, brutish and short as they, while the rule of the king offers them properity and protection.
However not all is well within the kingdom as some are taking to reading forbidden lore and treatise, adopting their opinions and demands for life, libery and pursuit of happiness, adopting for themselve the name WarLockes. They seek to summon the Behemoth to over throw the Leviathan in power.
Semi-Canon. Mod based adventure.
Divine Right-Wingers: One Winged-Monarchists from Ethos who rule over the Hobbesgoblins
Marks Elves: Inhabit the Political [and Literal] Underground. [Note: Marx and Dark is a bit of a stretch but hey. bite me.]
Heg Elves: Divided between the Thesis Elves who live isolated from the rest in a ivory towers and Antithesis Elves who live in peace in the wild.
Dver National-Gard: Republicans conflicting with the Marks Elves for control of the political underground.