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Waters of the Flanaess

AERDI SEA

This busy waterway is frequented by both merchant ships and warships. Numerous battles have erupted between the Sea Barons and the Lordship of the Isles, along with occasional raids by the Frost, Ice, and Snow Barbarians. The sea is notorious for its diverse shark population, some of which are aggressive and indiscriminate predators. Piracy is also common in these waters.

AZURE SEA

This sea is the main artery of commerce between the central and western Flanaess. Piracy abounds, and the savages on the islands off the Amedio Jungle will also attack passing ships. The Sea Princes occasionally raid these waters.

BAY OF GATES

Forming the northernmost section of the Aerdi Sea, this bay is patrolled by the Sea Barons, protecting it from external piracy. However, rogue Barons still raid a few ships each year. Trade is heavy, but Lordship of the Isles vessels are attacked on sight. Legends persist that the Sinking Isle of Aerdy lore is hidden in the northern reaches.

BIG SEAL BAY

A shallow extension of the Icy Sea, marking the border between Stonehold and the Ice Barbarians' kingdom. During summer, locals camp in nearby forests to hunt seals. The desolate eastern bay is home to ancient dwarven ruins, with legend speaking of carved outer doors visible high in the Corusk Peaks.

BLACKMOOR BAY

A frozen section of the Icy Sea, divided by a peninsula. A vast cloud of smoke drifts from the Burning Cliffs, and a powerful storm giant is said to watch over the northern coastline. The bay is a refuge for barbarian and aquatic peoples.

DENSAC GULF

Little is known about this tropical gulf extending south from the Flanaess. The Scarlet Brotherhood masquerades as pirates, making travel perilous. The gulf is also home to a large population of sea monsters, rumored to be under the Brotherhood’s control.

DRAMIDJ OCEAN

Dotted with thousands of islands, this warm ocean extends far to the west. Despite its gentle climate, winter brings legendary fogs and icebergs. The Pinnacles of Azor’alq, north of Zeif and west of Ekbir, are shrouded in mystery and serve as a rookery for phoenixes, rocs, and dragons. The Pinnacles are massive stone spires, some over 1,000 feet tall, often hidden by dense mists, making sightings a bad omen for sailors.

FAIRWIND BAY

A tranquil extension of Relmor Bay, known for its white sandy shores and excellent fishing. Trade flourishes when Nyrond and Ahlissa are at peace.

GRENDEP BAY

A favored raiding ground for the Northern Barbarians, who know every inlet and fjord. Great sea monsters emerge in summer, while freezing winds create dangerous waters in winter.

ICY SEA

This sea remains frozen most of the year, thawing only in high summer. Whales are common, and rumors persist of a powerful leviathan lord. The surrounding coasts host barbarian raiders, and even in summer, fog and drifting icebergs make travel treacherous.

JEKLEA BAY

Dominated by the Sea Princes, who use it as a base for raiding the Amedio Jungle for slaves and treasure. The bay’s waters are choked with seaweed and home to krakens and sea lions.

LAKE ABANFYL

Frequent sightings of aquatic monsters occur here. Rumors persist of a family of dragons residing on a mist-covered island at the lake’s center.

LAKE AQUAL

This lake radiates an eerie tranquility, yet it is avoided by Fellreev Forest bandits, native elves, and followers of Iuz. Wildlife here is unnaturally large, with giant bears and leeches common. Tales of water nagas, dragons, and green hags further discourage visitors.

LAKE MATTEYUS

A storm-plagued freshwater lake deep in the Amedio Jungle. Locals regard it as sacred, offering gold and treasures to the waters during seasonal rituals.

LAKE QUAG

A vital fishing ground, rich with giant pike and gar. However, nixies dominate its western depths, and unwary fishermen often fall prey to lake monsters.

NYR DYV (LAKE OF UNKNOWN DEPTHS)

The largest freshwater lake in the Flanaess, serving as a vital trade route. Heavily patrolled by surrounding states to combat monsters and piracy. Many ships are armed with harpoons and ballistae. Legends speak of the sunken Isles of Woe, with occasional silver coins and obsidian relics appearing in markets.

OLJATT SEA

A dangerous stretch of the Solnor Ocean, home to gigantic sea monsters. Merchant fleets chain their ships together and employ marines armed with pikes and bows. A mysterious floating graveyard of ships drifts within—a swirling mass of vessels from various eras, including a mysterious metal ship with no masts or oars.

RELMOR BAY

A heavily trafficked bay, linking Almor, Nyrond, and Onnwal. Privateers with letters of marque from the Overking or Herzog of South Province hunt for merchant prey.

SEA OF GEARNAT

A major shipping lane, linking the Azure Sea, Woolly Bay, and Relmor Bay. Spring and autumn storms make it perilous, and Wild Coast pirates are a constant threat.

SOLNOR OCEAN

The unexplored eastern ocean, home to massive sea creatures. The Sea Barons have tried charting its expanse, but have failed to reach its end.

SPINDRIFT SOUND

A war-torn stretch of sea, where the Sea Barons and the Lordship of the Isles battle for dominance. Pirates also lurk in these waters.

TILVA STRAIT

A vital passage for trade from the Flanaess to the east. However, it is infested with pirates, prompting patrols from the Lordship of the Isles and Spindrift.

WHITE FANGED BAY

Named for either the ice pinnacles along its shores or the walrus tusks gathered in summer. The bay is desolate, inhabited mostly by cold-water marine mammals.

WHYESTIL LAKE

Once a bustling trade hub, now threatened by Iuz and the Horned Society. The Furyondian fleet at Crockport maintains some semblance of order, keeping the Veng River trade route open.

WOOLLY BAY

A crucial waterway linking the Sea of Gearnat and the Nyr Dyv. Piracy is rampant, and the bay is lined with small ports and humanoid strongholds like Highport.


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