Sea of Fallen Stars in Not Forgotten Realms | World Anvil

Sea of Fallen Stars

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Naramyr

  Starting in the Dragonmere off the coast of Cormyr, we enter Naramyr, a sea elf realm entirely contained within the lower depths of the "lake." Telvanlu, its capital, sets about 200 feet deep in the western lake about thirty miles due north of Ilipur on the Dragon Coast. Other settlements of Naramyr include the artisans' city of Nalufaen twenty-five miles south of and 210 feet below Marsember, and Corsuor, a small town in only 125 feet of water ten miles north of Teziir's harbor.   In general, these sea elves are as approachable as any elves are with humans, and they seem willing to trade with the surface. Despite some discomfort living in the brackish waters of the Lake of Dragons, these conserva¬tive, somewhat skittish elves associate little with the other Serosian races for fear of being exterminated.   The petrified remains of King Verovan of Westgate are still visible here, though restoration of the man would be too dangerous, as both arms and part of his head have snapped away over the years. The elves use  

Faenasuor

  (fay-NASS-yu-or) -8130 DR - -251 DR (as Aryselma- lyn city 1299 DR - present (as resettled city) This aquatic elf city east of Starmantle holds some of the best representative pieces of Aryselmalyn art simply due to sea storms that buried this shallow water city under tons of silt and detritus. Recently excavated by the High Mages of Sylkiir, the city was repopulated by sea elves and other students of history.  

Lost Lands

  Only the sea elves refer to these lands as "lost," though those who dwell here care little for naming it anything beyond "ours." The lands are lost only in the sense that they used to be the sovereign lands of at least three dif-ferent elven or merfolk kingdoms, all long dead, buried beneath the detritus of the sea. Today, the continental shelves off southern Sembia to Selgaunt and the Dragon Coast from Westgate to Amry play host to koalinth tribal caverns, beds of giant clams, endless fields of wild kelp, and much shipwrack.   The Severed Fin tribe of koalinth tribal Chief Hurok dominates the aquatic shelf off the eastern coast of Westgate, and his 300 koalinth spend much time threat-ening (but rarely acting) to invade Naramyr. This koalinth cannot truly invade, due to numerous smaller koalinth tribes jealously looking to take the local re¬sources of silver coral, sun kelp, and giant clams from the Severed Fin and Hurok.   Other sites to see among the Lost Lands flanking the coasts out to Prespur's waters include a few settlements for folk who appreciate solitude. Twenty miles north of Star- mantle, a long-dead garrison town of Aryselmalyr's empire has been resettled by some enterprising sea elves looking to profit from the abundant pearl beds surrounding the town. While its original name is lost, the coral- encrusted garrison is now called Faenasuor. Forty miles farther east and closer to the shelf's edge, a tower rests on the seabed, slightly askew from a proper vertical placement. This, with magical fields keeping the water out of the shattered windows, is the sunken tower of the lich Vamar Isahn (also called Vamar the Cold). While he was not greatly in¬volved in the war against Iakhovas, neither has he been seen since the attack on the tower or the war's conclusion.  

Selu’Maraar

  This sea elven kingdom resides fully within the Dragon Reach from 170 to 250 feet beneath the waves. Three cities dominate life in this realm, though this feels more like a militaristic society as the bulk of the settlements are garrison towns and fortified outposts. The Coronal Semphyr rules from the capital at Aluwand just ten miles east of the Scar, and he sees it as his duty to pro¬tect all things elven in Serbs, no matter the cost. Thus, his rule, his realm, and his people reflect that attitude with slight paranoia, a preference toward military buildups, and zeal toward taking on any elven causes.   The last High Mages (which are defined in Corman- thyr, #01165) of Serbs came from the temple city of Sylkiir (forty-five miles northwest of Procampur) and performed incredible tasks for all during the Twelfth Serbsian War. Neither Coronal Semphyr nor Sylkiir's Cormal Ytham approved of their involvement, and the these rulers are less than open toward the alliance at Myth Nantar, due to the fact that two of the five High Mages died during the war and the survivors all chose to remain with the city of magic, rather than return to add to the strength of Selu'Maraar.  

Haunted Plains

  This area west of the Hmur Plateau was once called the Plains of Duna, though the numerous horrific battles over the millennia have made this area a dead-man's- land. It first gained the name after the Fourth Serös War, and the name has stuck. The plains lie over 100 feet below the Hmur Plateau, and they are littered with ship¬wrecks all across its length and breadth. During the Sec¬ond and Third Epochs, cities and farming towns were built among the abundant kelp beds along the abyssal plains, but these were either destroyed in wars or aban¬doned due to the increases in surface-world ships falling down upon them. More than 300 ships, four cities, and over a dozen small towns stand mute amid miles of wild kelp and untended coral reefs.   Those brave (or foolish) few who have used the Tun¬nels of Iratis and ventured within the Haunted Plains re¬port that the currents flowing through the Haunted Plains feel bone-chillingly-cold and do not follow normal cur¬rents. Many Serösians feel that the currents are not water flow, since the cold currents would kill much of the kelp that still grows here and said kelp also waves with the nor¬mal currents and the cold always runs counter to the same. Even the most advanced of the sea races generally avoid these plains, as they feel the cold currents are those spirits of the dead from the Sixth, Eighth, and Tenth Serös Wars. Such spirits are still bitter, and the cold currents are their attempts to possess folk through their gills.   There are also confirmed reports of huge tribes of koalinth, scrags, mindless hordes of sea zombies, hunting packs of seawolves and lacedons, and many other hor¬rors. While most of these monsters are dangerous only if their territory is invaded (descending to within 40 feet of the plains), some of them come out at night from the shattered remnants of elven and merfolk cities and the skeletal shipwrecks to wreak havoc both on the surface and along the frontiers of Selu'Maraar, Naramyr, Xedran Reefs, and Eadraal.    

Anaxadren

  One of the holy cities of Xedran Reefs, Anaxadren remains unchanged by the Twelfth War aside from the religious ardor gripping all 'chitls in this Time of Tempering. Aside from some minor attacks by sahuagin which were easily repulsed, Anaxadren's remote location away from the war-torn waters kept it strong. The leader of Xyladren is Devitan Ersaqav.  

Xedran Reefs

  The area detailed here is not all coral reefs. In fact, more than a third of it exists along the southern edges of the Hmur Plateau where it meets the continental slopes around Telpiir and the Alaoreum Mountains. While there are a few major coral reefs clustering along the coasts here, the Xedran Reefs are actually the name for the theocracy of the ixitxachitls. Its capital of Xedras rests 200 feet down and forty miles southeast of Telpiir. The settlements of the Xedran Reefs stretch along the reefs, plateaus, and continental slopes in the waters from Amry around the coast and down to Alaghon.   The Xedran Reefs and their zealot Vitanar (their version of a High Imperceptor or somesuch) have taken a more aggressive approach against their enemies (both real and imagined) in recent months. Their po¬litical control used to extend down to the Vilhon Reach, and given the destruction of their people and settlements south of Alaghon during the Iakhovan In¬vasion, their anger is justifiable. While the sahuagin and morkoth are of more immediate concern to many, the 'chitls of Xedras may soon set off something akin to the Banedeath with far harsher consequences for non¬believers.

 
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