MYSTERIOUS
        PLACES
        
        
        This
        text contains information on mysterious places in the Flanaess of
        eastern Oerik
        
        
        Oerth's
        geography is little known because travel across the Flanaess is so
        dangerous to one's health. Only the rich and powerful can afford the
        armed guards, wizards, and clerics who make long-distance travel
        possible. Because of this, tales of far away lands are always sought
        after by those unable to move freely. The unusual places described here
        are some of the most infamous and best-known bits of topography in the
        lands of Oerth. 
        
        
        The
        Pinnacles of Azor'alq
        The
        Pinnacles of Azor'alq have haunted Bakluni legend for upwards of 3,000
        years. They have been variously described as the ancient dwellings of
        the gods, the protruding spires of a titanic drowned city, the
        monumental tombs of the near-mythical First Dynasty of the Bakluni, and
        the nesting place of phoenixes, rocs, or the Dramidj Ocean's numerous
        dragons. The epic hero for whom they are named is said to sleep there
        with his paladins. The last royal house of the Bakluni Empire is said to
        have fled here from the Invoked Devastation. The Cup and Talisman of
        Al'Akbar is rumored to reside here. Such a wealth of speculation
        betokens the fact that few have seen the Pinnacles even at a distance,
        and (perhaps significantly) fewer still report any close approach or
        landing. Mariners regard a sighting of the Pinnacles as an ill omen and
        will rarely so much as speak of them, and then only when ashore. 
        
        
        It
        would appear from accounts that the Pinnacles are no more than 50
        leagues from the mainland, somewhere in the angle of the Dramidj between
        Ekbir and Zeif. They are less frequently found than one would think, but
        this is perhaps accounted for by their being away from the regular
        shipping lanes, and by the dense fogs peculiar to the Dramidj. Indeed,
        the Pinnacles are often concealed by banks of fog even when those waters
        are otherwise clear. Perhaps this is because of the unusual warmth of
        the waters in their immediate vicinity, and the peculiar calm that seems
        to envelop the region. Certainly that is what the merchant captains
        believe; they stay well away from fog banks even on the open ocean, and
        most vessels carry oars for the express purpose of rapidly removing
        themselves from regions in which they might be becalmed. 
        
        
        The
        Pinnacles themselves are massive spires no less than 40 in number (some
        say 100), in an irregular cluster, none more than two miles from its
        nearest neighbor. They are perhaps a quarter mile in diameter at the
        base, circular in cross-section, and rise steeply upward in a regular
        series of cliffs. How far they extend downward into the ocean is
        unknown, but their height above the water is in excess of 1,000 feet.
        The lower portions are clothed in forests, including massive coniferous
        trees which are themselves sometimes more than 200 feet tall. These are
        mixed with lesser trees, some of which cling to the cliffs, and a wealth
        of lesser ferns, mosses, and flowers. Above these is a cloud-forest of
        odd fleshy-leaf plants and rare orchids. This fragrant and silent realm
        contrasts with the highest levels, which are raucous and white-stained
        with innumerable sea birds; puffins, eider, albatrosses, and others less
        recognizable. On rare clear days, the Pinnacles may be marked at some
        distance by the plume of feathered life above them. 
        
        
        The
        Pinnacles seldom offer an easy landing. Broad though they may be, the
        shelves between cliffs are seldom conveniently near sea level. In most
        cases a landing party must climb tens or hundreds of feet upwards from
        the sea. The difficulty of the terrain, and the mists, numerous
        waterfalls, and thick vegetation at first conceal the fact that the
        Pinnacles are not natural formations, or even shaped ones, but are
        composed of titanic blocks. On rare occasions one encounters openings
        leading to the interior of these constructions. There is no report of
        what may be found if one ascends or descends the broad stairways leading
        away from these bat-haunted cave mouths, or rather doorways. 
        
        
        Whatever
        else dwells among the pinnacles, it is certain that dragons of all sorts
        and sizes make their home there, from tiny varieties that sport among
        the beautiful and unique birds of the forests to huge coiled reptiles. 
        
        
        The
        Sea of Dust
        No
        one has accurately described the entirety of the wasteland created by
        the Bakluni wizards. Reports are sometimes contradictory and always
        incomplete, since few have the hardihood to penetrate the region and
        fewer still the will to make a study of it. Nevertheless, certain broad
        regions may be identified. 
        
        
        The
        Sea of Dust was first named for its appearance just west of the
        Hellfurnaces, where volcanic ash is spread in gray waves over a land
        surface now deeply buried. Each year the Hellfurnaces add new weight to
        the column of fine gray dust. What little water makes its way westward
        percolates through the bedrock, which is of limestone in those regions.
        Unwholesome creatures from the Hellfurnaces inhabit this sterile
        wasteland and have bored pathways upward through the ash. These
        entrances are sometimes disguised as protrusions of the country's
        original limestone. Whatever treasures the Suel of these parts might
        once have had are deeply buried here. No ruins are reported except for
        those of a few former mountain towns in what are properly considered the
        western Hellfurnaces, and these must long ago have been looted by fire
        newts and fire giants, which are numerous in those parts. 
        
        
        The
        northern parts of the Sea of Dust are less ash-clogged and therefore
        show clearer evidence of the former Suel civilization. Here may be found
        the forts that guarded the passes over the Sulhaut range into Bakluni
        lands, and farther into the desert are the remains of walled cities. The
        most accessible of these, nearest the Sulhauts, have apparently been
        stripped of valuables by various bold scavengers over the past
        millennium, but the sites farther into the desert are less disturbed, in
        part because they are inhabited by recently arrived harpies. It is
        notable that the architecture of this region shows the characteristic
        high angular buildings still affected by such people as the Sea Princes
        and the Lendorians. 
        
        
        The
        central part of the Sea of Dust is the most forbidding of all and
        certainly the most alien. There are dunes of a white, powdery, caustic
        material, and the air's dryness will empty an unglazed jug in a day or
        two, and cause those who do not cover their mouths with damp cloth to
        cough up blood. 
        
        
        The
        white dunes and glassy exposed bedrock also cause sun blindness in those
        who fail to protect their eyes with slitted masks or visors. It is
        little wonder that the so-called Forgotten City remains, if not
        forgotten, at least undiscovered in so harsh and discouraging a region.
        Interestingly, there are peculiar glassy depressions which dot the
        central Sea of Dust and which some claim correspond to former Suel
        cities. 
        
        
        Paradoxically,
        it is the most distant part of the Sea of Dust, the southwest, which is
        best known. In part this is because some small amount of rain reaches
        the Sea of Dust at this point, and the lands are inhabited by nomads.
        Some of the natives show Suloise origins, but the majority are from
        farther south: a tall, slender, curly haired folk with blue-black skin
        and slanted eyes. Though not otherwise hostile, the nomads guard their
        wells against any outsider and do not permit so much as a drop to be
        stolen or sold. The water is not only difficult to reach, but it has a
        tendency to dry up or grow salty as the wells are used more frequently.
        The nomads therefore move from one site to the next, searching for new
        supplies. When they find a well they must apply either brute animal
        force or (in the case of some tribes) windmills to pull their prize
        water to the surface. 
        
        
        When
        water does reach the surface of the southwestern Sea of Dust, either by
        artificial means such as wells or during the rare spates of rain in the
        "wet" season, the result is most gratifying. The dust of these
        parts is not alkaline material or sterile volcanic ash but true dirt,
        heaped into great hills; perhaps it is the once-fertile soils of the
        former Suel Empire. It is in any case extraordinarily productive, both
        in wild and cultivated plants. 
        
        
        Unfortunately,
        the rich southwestern dust also supports a number of monsters which
        burrow through it. Most notable of these are a nameless wormlike beast
        which may exceed 50 feet in length, and an insect like creature which
        rather resembles a cross between a mantis and a centipede and may be as
        much as 20 feet long. These are attracted by soil moisture and by
        vibrations of humans and livestock, and present a great hazard.
        Fortunately they are rare and avoid the nomads' arrows and spears. 
        
        
        Poor
        as they may be in other things, the southwest nomads are rich in gems
        and gold, the accumulated fortune of the Suel empire. They regard these
        treasures as minor ornamentation and place much higher value on cattle
        and vegetables, which sustain life. The way in which these nomads obtain
        their baubles is most interesting, however; the young men dive for them
        as part of the rites by which they pass to adulthood. 
        
        
        Dotted
        about the region are "ktosor hep," or dust-lakes. These are
        expanses anywhere from half a mile to six miles across; here, the dust
        is charged with a magic that causes it to take on the characteristics of
        water. The grains form a sort of fluid which permits the passage of air
        between them but retains them in a single body which supports waves,
        boats, and swimmers as if it were a true lake. Unlike water, however,
        this dust may be made somewhat breathable if a fine cloth mask is placed
        over the mouth (although strenuous action is not possible under such
        conditions). It is therefore possible to descend to the true ground's
        surface beneath the dust, and there to examine in the dim and dust-laden
        atmosphere the ruins of towns and cities, for each dust-lake seems to
        have been just such a site before the Rain of Colorless Fire. 
        
        
        Were
        a descent into the dim and choking lower reaches of a dust-lake the sole
        barrier to manhood among the nomads, there would not be so many
        "boys" of 30 and 40 years. Unfortunately for divers, a number
        of other creatures also live in the soup of particles. Among these are
        the aforementioned burrowing worms, which seem to prefer these spots as
        lairs. Water pools there in small amounts, and certain peculiar fungoid
        life forms are also attracted. Last but not least, there are the
        abhorrent "osid-mrin," a manlike race which according to local
        legend first built the cities beneath the dust-lakes, and which (again
        according to hearsay) have a desire to bring recruits into their new
        race through a gruesome operation or transformation. Nevertheless, the
        rewards of diving are as great as the perils: not only full manhood in
        the tribe, but also gems and jewelry for decoration as well as more
        civilized treasures which are highly prized tokens of a dive, such as
        artworks, books, or even magical items. 
        
        
        The
        architecture of the southwestern ruins is notable for its large domes
        and tall onion-topped minarets, which occasionally protrude above the
        dust and provide a channel downward. 
        
        
        The
        Pits of Azak-Zil
        In
        mid-Flocktime of CY 198, the Great Kingdom was astounded by a ball of
        fire which appeared over the Oljatt Sea, passed over Sunndi, Idee,
        Ahlissa, and Onnwall, and vanished somewhere beyond the Sea of Gearnat.
        It was visible as far south as the Olman Isles and as far north as
        Eastfair and Rel Mord, and it was cause for wonder and concern even in
        those prosperous and confident times. Selvor the Younger, after careful
        extrapolation to its origin in the constellations, declared the shooting
        star to signify "wealth, strife, and a living death." The
        pronouncement caused a panic in certain of the larger cities,
        particularly Rauxes, where a number of prominent nobles took the
        pronouncement to be a signal for the end of the world, or at least of an
        era, and created several disturbances. Accordingly, when after several
        years the predicted events failed to make themselves evident, Selvor was
        banished from his post and from the court, and held by his colleagues as
        a laughingstock. There matters were to lie for more than 300 years,
        while chaos enveloped the greater part of the Flanaess and few had the
        time or patience to study the work of a discredited astrologer. 
        
        
        It
        was in 514 that Jemrek Longsight, a dwarf sage who as a child had been
        greatly impressed by the celestial phenomenon, undertook a study
        entirely opposite to Selvor's. Using records of the falling star's
        flight, she traced it not back to its origin but downward to the Oerth.
        Longsight's calculations showed a landing along the eastern wing of the
        Abbor Alz, between the Bright Desert and the Nesser River. On the basis
        of previous instances of shooting stars and their tangible results,
        Longsight predicted a great deposit of pure metals at the site:
        certainly iron, and possibly gold and mithral as well. The direction of
        Jemrek Longsight's study has often been cited as evidence that the
        habits of dwarven minds persist even in those who choose the most un-dwarven
        occupations. 
        
        
        Longsight's
        announcements resulted in a flurry of activity on the part of all the
        political interests in the region. All over the Iron League, there was a
        ferment of alliance, misalliance, and reliance between the dwarven clans
        and other groups preparing expeditions. The Herzog of South Province
        sent forth a large group of warriors and prospectors, reportedly with
        orders to return with news of the deposit or not return at all. The
        Principality of Ulek took an interest, as did Almor, Nyrond, and the
        Duchy of Urnst, and trading houses from the Wild Coast and even Greyhawk
        and Dyvers. Even the rulers of the Pomarj, then new to their power, sent
        an ill-prepared company of orcs, goblins, and ogres. As these varied
        forces converged on the area delineated by Longsight, chilling tales of
        murder, treachery, and bloody massacre began to make their way back to
        the outside world. Soon the weaker forces turned back for lack of
        supplies or manpower. The Pomarjis were slaughtered by a temporary
        alliance of dwarven interests. Nyrond and Urnst were unexpectedly
        impeded by the inhabitants of Celadon Forest, who did not desire such
        activity near their lands. The Herzog's troops disappeared into the
        Bright Desert and were never seen again. All parties were harassed by
        the natives of the Abbor-Alz, who as always resented intrusion, and by
        the Sea Princes, who were attracted to the supply ships. 
        
        
        After
        half a decade of struggle, the house of Highforge, one of the more
        prominent dwarven clans in Irongate, emerged as discoverer and holder of
        the starstone's wealth. A port was established on the waterless coasts
        where the Abbor Alz touches the Bright Desert, and a secret trail was
        established leading inland. Highforge and its allies maintained thorough
        secrecy, and for good reason: iron, platinum, gold, mithral, and
        adamantite began to pour out into the world at large through the
        carefully guarded harbor. Few have reported concerning the mine inland,
        but from peripheral comments it appears that the dwarves discovered a
        broad depression of fused and shocked rock marking the landing point of
        their prize and established themselves in a nearby mesa from which they
        coordinated a well-planned mining operation. They dug deep artesian
        wells and established cisterns. The mine and settlement they called
        Azak-Zil, or Pureheart. 
        
        
        For
        five years, Highforge swelled with wealth; there were disruptions in
        metal markets as far away as Rauxes. Then, abruptly, the flow was cut
        off. The port city of Zarak remained, but communications with the mines
        ceased and probes into the interior found the roads to be erased and the
        dust storms to be intolerable. Members of a powerful expeditionary force
        disappeared suddenly and silently at night, even from guarded tents.
        Clan Highforge, after expending much of its considerable fortune in an
        attempt to find and retake the mines, took heed of unfavorable auguries
        and abandoned the effort. Zarak was abandoned as well. 
        
        
        Since
        the failure of Azak-Zil, most southern dwarven clans have declared the
        folly of meddling with "things from the sky." Not a few
        suppose that the mine was visited by a curse, either by something
        imported from the heavens or by something wakened by the shooting star
        or the activities of the miners. Many have cited nomad legends that an
        ancient nonhuman people dwelt in the mesas of the southern Abbor Alz and
        still guard them. 
        
        
        Only
        one individual has claimed to have found the site of the mines since
        their abandonment: one Pont Sandmorg of Narwell. Sandmorg's account
        places the mesa on the eastern slopes of the hills, facing the Bright
        Desert, about a hundred or more miles inland. Pont recalled there was a
        poisonous salt lake filling part of the nearby depression, and there
        were hills of tailings from extensive mining operations. Plain evidence
        of a dwarven cliff-city could be seen on the south face of the mesa.
        However, Sandmorg and his men were content to raid a few ingots from a
        former roadside depot. Their number had been depleted by native tribes
        and by packs of unusually ferocious and cunning ghouls; they turned back
        after "hearing a most horrible howling, like a thousand jackals,
        which emanated from the city that night, and a foul apparition appeared
        to the men on watch." Attempts to duplicate Sandmorg's route have
        either resulted in failure to find the mines or failure for those
        parties to return at all. 
        Skrellingshald
        It
        is commonly held that the Flan peoples of eastern Oerik were simple
        tribesmen before the events that led to the Suel and Oeridian
        migrations. If so, there remain to be explained certain ruins found in
        the Griff and Corusk Mountains. The massive stone foundations, straight
        level roads, and flattened or terraced areas of mountainside seem from
        the proportions of the rarely preserved doorways to be intended for
        creatures of human size, and it seems unlikely that elves or humanoids
        would have had the inclination to produce such works. What is more, the
        occasional jade carvings and green ceramic figurines found both at these
        sites and occasionally in rivers flowing out of the mountains show a
        people of Flannish features and dress, and there remain in the Duchy of
        Tenh and among the Coltens stories of a powerful mountain state of
        Flannish race. Perhaps the dwarves of the region know more, but if so
        they show the typical reticence of demihuman races concerning
        prehistoric events. One of the greatest works of this ancient people,
        whoever they were, is the mountain known in Flan as Tostenhca, but more
        commonly known by the name the Suel barbarians gave it, Skrellingshald.
        It is a place which has been discovered many times, and as often lost
        again from human knowledge. 
        
        
        Skrellingshald
        is among the Griff Mountains, but unlike the untamed crags surrounding
        it, its peak is entirely leveled. Perched on this plateau is a city of
        heroic proportions carved from the rock itself. It holds many noble
        houses, as well as large pyramids and ramps of unknown purpose. There
        are large water-storage tanks, and evidently water was once piped
        through the entire city. The broad avenues are lined with tall statues
        of the same greenish-black rock as the mountain and city, all of them
        showing typical Flannish features (from which trait the name of the city
        is derived). Some of the dwellings may be three or more stories high,
        and the interiors contain among other things murals with pigments that
        are still fresh and scenes that depict the lives of the inhabitants. One
        block covered with such work was brought to the town of Calbut in the
        Duchy of Tenh, and exhibited as an example of ancient Flan excellence,
        but it is regarded by some as a clever forgery. Beneath the city and
        leading downward to various openings on the lower mountain is a series
        of tunnels. Most of these terminate in terraced regions that must once
        have been farmers' fields. The climate of the region must surely have
        been more pleasant in its heyday, for much of the year the city is
        wreathed in snow. 
        
        
        For
        all its enigmatic glory, Skrellingshald might remain relatively obscure
        were it not for the stories that great treasure might be found there.
        Indeed, it bears some passing resemblance to a land placed by popular
        legend in the Griff Mountains, where the buildings are "roofed in
        gold." However, the citadel of Skrellingshald is most certainly not
        inhabited by any human race and does not flaunt whatever treasure it may
        have. Its inhabitants are reported to be particularly malevolent and
        cunning kobolds, and perhaps certain diabolic allies, who haunt the
        tunnels beneath the mountain. The skies of the region are the hunting
        ground of griffons and gigantic eagles. The city itself is supposedly
        guarded by its statues. If the city ever had gold roofing, it has long
        since been looted. What remains is a wealth of jade jewelry and statuary
        scattered throughout the region, and a great store of gold in most
        unusual form: it is in spheres about the size of a double fist. The
        troves of gold spheres are to be found somewhere within the pyramids,
        but it is supposedly unhealthy to meddle with them. Stories have it that
        those who carry away the spheres contract a horrible wasting and rotting
        disease. 
        
        
        The
        citadel is protected not only by its remote position and the ferocious
        inhabitants. It is surrounded on all sides by deep gorges or high
        mountains, and the high altitude saps the strength of lowlanders. The
        weather is chilly and windy in all seasons, and often so cloudy that
        vision is obscured over distances of more than a few hundred yards. The
        precise location of the place is not known. Few have sought it out, and
        those who have returned after finding it are generally reticent. Typical
        is the case of Hradji Beartooth, a chieftain of the Frost Barbarians,
        who took a band of men in search of the marvel in 520. 
        
        
        Hradji
        returned later that year with a diminished following and with a greatly
        increased wealth which consisted largely of the aforementioned golden
        spheres. He quite naturally refused to disclose the location of the
        mountain, as he planned to gather a stronger force for the next season
        and return with still greater booty. Unfortunately Hradji and the
        majority of his men died within the year, some of them as soon as they
        arrived home. What is more, all those who had any prolonged contact with
        the gold similarly sickened and died. Hradji's heir disposed of the
        hoard by trading it to merchant interests in the Great Kingdom, and
        reputedly the curse still circulates as the coin of that shattered land,
        although this last may be a tale originally fabricated to weaken the
        emperor's currency. 
        
        
        In
        confirmation of Hradji's story that he had reached Skrellingshald, it is
        noteworthy that he also brought with him two young griffons and a shield
        of a pebbly, fire-resistant hide which has since been identified as that
        of a diabolical creature. 
        
        
        It
        is rumored that certain of the dwarven clans of the Griff Mountains know
        the location of the citadel. Certainly they make use of the roads
        supposedly produced by Skrellingshald's constructors, as well as their
        tunnels and roadside fountains. It would not be surprising to find that
        they had discovered something of Skrellingshald's whereabouts. 
        
        
        The
        Sinking Isle
        The
        Sinking Isle has haunted the waters near the Isles of the Sea Barons
        from time immemorial. The earliest Oeridian tribes to fish the Solnor
        there knew of it; the Flan before them had legends of it; the seagoing
        elves of Lendore Isle have tales yet more ancient. Neither the current
        civilization nor even that of the elves was the first in the Flanaess;
        there were others in times so far past that the very shape of the lands
        has since changed. The Sinking Isle is a reminder of them. 
        
        
        The
        region about Asperd Isle, the northernmost held by the Sea Barons, is
        prone to infrequent if powerful quakes. Perhaps it was one of these
        which in the distant past carried an island city to the sea bottom, and
        perhaps it is the same restlessness that on occasion raises it again
        into the air. Local mariners hold that while these movements are never
        predictable, they are at times presaged by tremors and a boiling and
        bubbling that stirs dark mud from the bottom and releases bubbles of
        foul-smelling gas. It is also said that the rise of the Sinking Isle is
        most likely in storms or fog. At such times, coastal traders and
        pirates, who normally seek the protected inner passage between Asperd
        Island and the Solnor's unpredictable waves, either go the long way
        'round or stay in port. Many northern captains raiding southward will
        not attempt the strait at all, for lack of friendly informants. 
        
        
        The
        Sinking Isle is not always so kind as to give warning of its
        reemergence. Neither does it always show itself entirely above the
        waters. Often only the highest extremities jut upwards, as if they were
        lying in wait for unwary ships. Indeed seamen credit the isle or its
        manipulators with a malign will, and attribute any disappearance in the
        strait to its action. More than one will tell tales of a near-grounding,
        a suspicious darkness in the water on a clear fair day, or the sight of
        breakers where none ought to be. A very few claim to have watched the
        island, or even landed on it. They do so in whispers, as it is said that
        foolhardy boasters are apt to vanish from their homes on some dark and
        rainy night thereafter. So it is that for the most part only a faint
        rumor reaches the outside world of the Sinking Isle and its twisted
        ruins. 
        
        
        In
        the past one notable man was far less circumspect than modern
        adventurers: Atirr Aedorich, a hero of the Great Kingdom in the days of
        its youth. In 155, as a young man, he was sent southward by his father
        to the university at Rel Astra, then a great center of learning in the
        magical arts. The Sinking Isle was less active in those days, but as the
        fates would have it Atirr's ship was caught in a sudden squall and
        driven onto the hidden claws of the Isle itself. Atirr was fascinated
        rather than terrified (such were the Great Kingdom's nobles in those
        days). For a full hour, while the crew sweated at the pumps and strained
        to place a patch over the hull's single rent, the young man gazed at the
        strange phosphorescent landscape, and prepared several sketches, until
        one of the Solnor's strange and unpredictable great waves came questing
        into the strait and lifted the wounded vessel clear. Atirr vowed to
        return and discover the island's secrets. 
        
        
        Atirr
        did return northward some years later, but as Herzog of North Province.
        Not until his middle years did he have the leisure to take up his study.
        Through the examination of certain ancient Suel tomes, and the exercise
        of the arts he learned at Rel Astra, he devised a way to either predict
        or command the vagaries of the Sinking Isle. This knowledge, like much
        else, was lost in the Turmoil Between the Crowns, but several different
        descriptions survive of what he found when he drew alongside the risen
        city. 
        
        
        In
        the short time before the island sank once again beneath the waves,
        Atirr and his fellows were able to recover and record information about
        a great many artifacts from among the spiky and highly decorated ruins.
        Among these were many panes of fine stained glass, some still intact,
        and some in tints never yet achieved by modern artists. Besides these
        were a number of twisted ornaments of gold and lead, later discovered to
        be of sahuagin manufacture. Attir also discovered a book sealed against
        the water in a lead casket. All of these were returned to the court at
        Rauxes in honor of the Overking. The patient Atirr hoped to study them
        further in his retirement. He declared the book in particular to be most
        interesting, being among other things a recording in a lost language of
        "an ancient history together with magical secrets." 
        
        
        Tragically,
        Atirr was never to attain his goal. Two years after his discoveries, he
        and all hands went down in a storm off the coast of North Province in a
        storm which apparently even the Herzog's powers could not quell. The
        book has since disappeared, though it may yet be found somewhere in the
        catacombs at Rauxes; it is difficult to be sure, as so little word now
        reaches the outside world of the doings at that insane court. It is
        known that Atirr was convinced from a preliminary study that the city
        itself was not primarily of sahuagin construction but must have been
        built by a terrestrial race, though sahuagin-like creatures and other
        sea life are depicted frequently in the architecture. 
        
        
        Later
        observers have examined the coasts and sea near the site of the Sinking
        Isle, and have on a dark evening seen what may have been its upper
        towers. The region is chill and forbidding for such a southern latitude.
        Fishermen say that the catch in those parts is extraordinarily good, but
        that nets are often fouled. Those attempting the water find it dark and
        chill. Most are content to leave the Sinking Isle to the sahuagin or
        whatever race of the deeps now holds it. 
        
        
        The
        Twisted Forest
        The
        Drachensgrabs have always been a peculiar land, an anomaly among the
        more settled regions of the Flanaess. Legends persist that some powerful
        being sleeps there, and that some unclean air is about certain of the
        hills. The retaking of the Pomarj by humanoid forces is just such an
        event as might be expected of this region. Rumors aside, there is at
        least one sleeping and dangerous power in these superficially pleasant
        lands: the misnamed "Twisted Forest." 
        
        
        The
        Twisted Forest is no forest at all, but rather a collection of stony
        pillars; these pitted gray shapes have as much the aspect of humanoid
        shapes as of trees. They are scattered over the hillside meadows like so
        many leafless olive trees, but it would be difficult to mistake them for
        vegetation. They range in size from that of a very small goblin to that
        of a very large ogre, but their twisted upper extensions are as
        suggestive of upraised arms as of branches. They have overall an
        unwholesome and unnerving aspect. One has the feeling of being watched.
        The patterns on the trunks are suggestive of tormented faces, and it is
        notable that despite their great age they do not bear the abundant
        mosses, lichens, and birds' nests that the local outcroppings of native
        rock display in such abundance. 
        
        
        An
        examination of the ground between the "trees," which is rich
        in flowers, shows a surprising number of bones and many weathered
        remains of weapons and equipment. One might at first suppose these to be
        the relics of a battle, but they are of varying ages--some old enough to
        have crumbled entirely and be evident only as strains in the soil, while
        others are much more recent. Where they have not been disarrayed by
        scavengers the bones and equipment are still whole. The source of this
        carnage is not any danger in the hills round about, but the forest
        itself. Those who touch the stone shapes often die or go mad. 
        
        
        The
        goblins of the Pomarj are now well aware of the dangers of the Twisted
        Forest. Early during their influx, a large company of goblins scouting
        for new lands ascertained from the local herdsmen that the Forest might
        contain treasures somehow locked within the stone shapes. Precisely what
        occurred on the day they entered the Forest is not known, but it seems
        to have been something beyond even the traditional danger, of which the
        goblins and their allies might have been aware had they not, in their
        eagerness to push onward, hastily slaughtered their informants. Later
        observers have since examined this field of stone shapes, and it seems
        that there are rather more of them than is implied in earlier accounts.
        There is moreover something which was surely not present in past
        centuries--a contorted river of stone among the pillars, more than 30
        feet long, tapered at either end. Unfortunately, it is not possible to
        compare past and present eyewitness accounts directly, as former natives
        of the region are now dead or dispersed. 
        
        
        The
        Twisted Forest would be entirely mysterious were it not for records of
        the Keoish Court at Niole Dra. An ancient and much recopied manuscript
        there purports to be a history of the Suel peoples immediately after the
        last disaster of the Suloise empire, penned by one Uhas of Neheli. In
        this history is the tale of a particularly wicked band of Suloise who
        fled with all their treasures eastward along the northern coast of the
        Azure Sea, seeking a new land in which to build a powerful new nation.
        They were as learned and powerful as they were cruel, and met with
        success in all their evil ventures until at last they slaughtered a band
        of innocent Flan tribesmen in a particularly vile manner in the Suenha
        Hills. By so doing, they brought on themselves a most terrible curse
        from certain of the Flannish gods the tribe had worshiped: that neither
        they nor any of their kind should leave the valley in which the massacre
        occurred, and that they should be monuments to their own wicked
        behavior, "pillars of tortured stone for all the world to
        see." This would seem to be a clear reference to the Twisted
        Forest, and it is commonly accepted among historians that the Suenha
        Hills were the Drachensgrab as known to early Suel colonists. The
        malevolent effect of the stone figures themselves remains to be
        explained, since it would surely not have been a part of the original
        curse; perhaps the powerful Suel wizards contrived somehow to see that
        their malice would continue to wound the world, at least within a
        limited area. As additional evidence that the stone figures are former
        Suel, the flowers peculiar to the Twisted Forest are of types seen only
        in the far western parts of the Sea of Dust. 
        
        
        As
        for the treasures which some insist are buried in the stone figures, it
        is perhaps best not to seek them since the Twisted Forest has so dire an
        effect, but it is doubtless a great treasure indeed if these stone
        figures are in fact a host of transformed Suloise. What if anything
        could be gained from what may be the more recent additions to the
        collection of pillars is unknown, even in rumor. 
        
        
        The
        Burning Cliffs
        The
        stretch of land facing the Icy Sea between the Cold Marshes and the
        Forlorn Forest is one of the least trodden regions of the Flanaess. Not
        even the Rovers of the Barrens see much profit in it; they generally
        keep to the grasslands farther south, and even these hardy folk refer to
        these parts as "The Wastes." Even the poorest parts of the
        Flanaess have their wonders, however--in this case, the famous Burning
        Cliffs. 
        
        
        The
        Burning Cliffs were named for their northern border with the Icy Sea.
        Ships traveling along that coast may see them for distances of a hundred
        miles or more on a clear day, where the smoking rocks drop sharply to
        meet the water. The region of burning extends a good distance inland. It
        consists largely of oily shales and a black flammable rock which release
        smoke and steam from a process of burning which has been continuous
        since the earliest histories. It may even have spread in recent
        centuries. 
        
        
        It
        might be thought that a fire would make the local climate more bearable,
        but in fact the smoldering and steaming rubble gives rather more heat
        than is comfortable, and in places is actually in flames. In any event,
        it would be necessary in most seasons to stand amidst the conflagration
        for warmth, since the fierce northern winds soon carry away the heat.
        Standing within the lands of the Burning Cliffs would in any case be a
        dubious comfort, being accompanied by sooty fumes and steam. Ships
        sailing downwind of the Cliffs are apt to leave with darker sails than
        those they set out with. Neither would the warmed traveler have anything
        to eat in those desolate regions, with the exception of a few scrawny
        northern deer which feed on the sparse lichens and willows upwind of the
        Burning Cliffs region. The Rovers seldom bother to visit the place and
        regard it as simply another obstacle in their rare trips through the
        Wastes. 
        
        
        The
        character of the Burning Cliffs has apparently changed somewhat over the
        past century or so. Mariners remark that the clouds billowing upwards
        from them contain rather more soot than steam, and that by night a dull
        glow enfolds the entire region as if there were higher flames nearer the
        center. Both the Rovers and the seamen have noted that the area of
        burning has spread by up to several hundred yards a year (it is already
        nearly 30 miles across), though in cold winters it retreats somewhat. On
        occasion, shapes are reported moving about behind the barrier of cloud
        and soot. Perhaps most significantly, the forests, marshes, and
        grasslands at the edge of the Wastes, hundreds of miles away, have begun
        to sicken and die, supporting the claims of some scholars that the
        Burning Cliffs are in fact responsible for the Wastes to begin with.
        This is of little concern to most northerners, however; the lands are
        wide there and apparently inexhaustible. 
        
        
        None
        of these more recent reports has been sufficient to spur the practical
        northern peoples into any sort of action or investigation, and it was
        quite by accident that anything more was discovered. In 523, one
        Storrich of the Hold of Stonefist failed in an attempt to advance
        himself politically by less than traditional methods. Poisoners are not
        highly regarded even in that grim country, and so Storrich and his
        followers were obliged to flee. Since the season was summer and the Ice
        Barbarians would not be likely to let his ship pass unmolested, Storrich
        and his Stonefist pursuers turned westward. Unfortunately for Storrich
        and his men, the pilot of the ship ran it aground offshore the Wastes,
        and Storrich's company was obliged to take to the land, the pursuit
        still hot on their heels. As a last desperate measure Storrich attempted
        entry into the Burning Cliffs region, risking a stone path that he and
        his men found leading into the smolder. Storrich's pursuers turned back
        at this point well satisfied, and informed the Master of the Hold that
        they had driven Storrich to his death, having waited some days for him
        to attempt a return and having seen nothing. The report proved to be
        untrue. 
        
        
        Two
        years later, Storrich appeared in Dyvers, and being a rather loquacious
        individual he soon disclosed his story--several stories, in fact, some
        of them mutually contradictory, but it is possible to piece together a
        relatively plausible scenario from his boasting. The general outline of
        the story was that Storrich's company happened on a city of fire-loving
        creatures and there managed to steal some valuable gold and jewelry. The
        subsequent conflict, and the flight southward through the flames and
        fumes claimed all of Storrich's followers, as only he was protected from
        the full effect of the Burning Cliffs, apparently by magical effects of
        certain of his possessions. The identity of the creatures which Storrich
        robbed is uncertain; his claims gradually grew more diverse. At various
        times they were elementals, baatezu, tanar'ri, and harginn, and even
        efreeti. Unfortunately these discrepancies were never resolved. Within a
        month of his arrival, Storrich died of a choking fit at a banquet. There
        were no other survivors to corroborate Storrich's story, but it is clear
        that he had somehow acquired a great wealth of jacinths and gold. He
        spent liberally in his last weeks of life and still left behind a
        considerable trove. 
        
        
        Since
        Storrich's death, a number of individuals have attempted the Burning
        Cliffs. Some have entered by the paths which are now occasionally
        evident throughout the region, while others have attempted aerial
        surveillance or have relied on magical protections against the heat and
        set out cross country. None who penetrated deeply into the land of the
        Burning Cliffs have returned. A number of reports indicate that Iuz and
        the Horned Society have taken an interest, and have sent large companies
        northward. What the purpose of this may be is unknown save to the rulers
        of Dorakaa and Molag. Some unknown persons have erected an altar to
        Pyremius along the northern coast of the Burning Cliffs; whether for
        purposes of propitiation or worship remains unknown. Members of that
        cult have on occasion been linked to the region, but they fiercely deny
        it.
        Csipros
        Erd - The Geysers of Death
        In
        510 CY the last of the Euroz and Jebli tribes were driven forth from the
        Lortmil Mountains. One particularly large horde made the ill-advised
        attempt to reach the Yatil Mountains by crossing the gap from the
        Lorridges. Unfortunately for these creatures, they had been preceded by
        lesser bands, and the combined cavalry of Bissel and Veluna stood ready
        to stem the tide. A large part of the humanoid force was destroyed, but
        the remainder survived by dint of a ferocious counterattack and entered
        the southern Yatils. There they were harassed by hobbit
, human, and
        elven forces raised by the locals, who were not at all of a mind to
        allow such prolific and ferocious creatures a foothold. The horde
        finally turned southward in an attempt to reach the Barrier Peaks region
        by passing through the Bramblewood Forest. Here they met their final and
        fatal opponent, one Sandor the Headstrong, the young lord of Polvar
        province in eastern Ket. 
        
        
        Unlike
        the other harriers of the goblin/orc horde, the lord of Polvar was not
        particularly concerned that they would settle in his lands; clearly they
        did not desire to do so. He was motivated instead by rumors that had
        filtered into Ket after the earlier engagements: that the cartloads so
        fiercely protected by the horde's leader (the half-orc Urgush)
        represented a great store of gems and precious metals garnered during
        the horde's years in the Lortmils. Sandor was determined that such a
        prize should not escape, and he pursued the host in a series of forced
        marches which unfortunately exhausted his foot soldiers to the extent
        that many fell behind and the remainder could not bring about a decisive
        attack against Urgush's resistance. The chase led through the
        Bramblewood and into the hills, Sandor's force gradually regaining
        strength and Urgush's growing fewer. In desperation, Urgush turned up an
        unknown valley, determined to make a final stand. Here disaster met both
        sides. 
        
        
        There
        are numerous hot springs in the northern Barrier Peaks and in the
        Yatils, and they are widely known and generally appreciated by the
        Ketites, so Sandor was not surprised or particularly worried when he
        began to pass through the outlying regions of a system of geysers, full
        of white frothy stone and colored pools and pits. He only slowed his
        cavalry over the difficult terrain. A supremely confident man, he was
        not much disturbed either when scouts reported a number of nearby lakes
        of a blood-red color said to be unlucky by Ketite peasants. The wains of
        the humanoid horde were in sight and obviously bogged down. Sandor
        prepared his men for a hard-pressing attack, hoping to disperse the
        horde and take their prize, when the ground began to tremble. 
        
        
        With
        terrible swiftness, a powerful wind swept down the valley, tumbling the
        orcs on their faces and upsetting the precious carts. A wealth of gems
        could be seen to spill from them. Sandor's force had barely begun to
        comprehend this when they too were bowled over. Only those on the upper
        slopes, where Sandor had been organizing the crossbowmen, were spared.
        None of the others rose again, even so far as their knees. Farther down
        the valley, trees were snapped at the base by the strange wind. Geysers
        triggered by the earlier tremors spouted into the air. 
        
        
        Sandor
        sent a cautious group of scouts into the ruined valley, but they fainted
        well before they had descended to the floor. He himself attempted the
        descent, but had to be dragged back out of the area by a rope which he
        had the foresight to attach to himself beforehand. Sandor and some of
        the scouts recovered, as did some of those who had been on the valley's
        middle slopes. But all others were lost, and an invisible poison in the
        air barred further entry. After two fruitless days, Sandor yielded to
        the demands of his much reduced force and made his way back to Polvar,
        swearing each of his men to secrecy concerning the location of the
        treasure and vowing to return. 
        
        
        No
        sooner had Sandor recovered at Polvar than he set out again, being
        careful to put under his command all those who had first seen the
        valley. The sight of the wealth of the Euroz and Jebli tribes had
        inflamed his desires, and he was certain that with certain magical
        treasures he had acquired, he and his force would return with wealth
        sufficient to make Polvar a nation in its own right. He never returned. 
        
        
        Many
        have since sought Csipros Erd, the Geysers of Death, but none have
        returned to report of them. The maze of hills and valleys about the
        northern Barrier Peaks is large, and not a few have geysers and hot
        springs. Of the "blood red lakes" mentioned in Sandor's
        account, there has been not a trace. To common knowledge, Urgush's
        wealth, along with what must be a considerable quantity of human and
        humanoid bone, remains undiscovered.
        Tovag
        Baragu - The Stone Circles
        More
        than one scholar has remarked that whereas the destruction wrought by
        the Bakluni wizards on the Suloise has been the longer lasting, having
        persisted to the present day as the Sea of Dust, the Invoked Devastation
        which the Suloise first unleashed against the Bakluni must have been the
        more thorough. Even a thousand years later, ruins of Suel cities may be
        found in the desolate Sea of Dust, whereas the Dry Steppes, which are
        far more habitable, seem to contain no remnants of the Bakluni cities at
        all. A notable exception is Tovag Baragu, known in the East as the Stone
        Circles. This large feature still stands near the salt lake of
        Udrukankar at the western edge of the Flanaess. 
        
        
        Tovag
        Baragu ("Navel of the Oerth" in Bakluni) is a set of five
        broad circles composed of huge, smooth pillars of an extremely hard
        white rock. The pillars are sometimes fluted but more often entirely
        featureless, and they are set in a broad pavement of blocks made from
        the same material. The entire structure is circular and more than a mile
        across. It is perfectly level, though the land about it slopes westward
        towards Udrukankar. On its western border, one may descend from the
        platform in a series of broad shallow steps that ends rather abruptly
        some 20 or 30 feet above the salt flats. The eastern border of Tovag
        Baragu is of a height with the surrounding terrain, and dust and
        vegetation have invaded its margin. 
        
        
        It
        must have been a great work to transport the pillars, which are some 40
        feet high each, to their present site. There is not rock of that sort
        within 200 miles, and indeed the origin of the stone is not known.
        Perhaps the blocks could have been transported on barges if the large
        rivers that once flowed across the steppe were present when Tovag Baragu
        was built. Also surprising, especially since so little else survived the
        Invoked Devastation, is the pristine condition of Tovag Baragu. There is
        no erosion, and not so much as a tilted pillar or canted paving stone.
        The local tribes make no claim that their ancestors ever constructed
        Tovag Baragu. This is most unusual given the nature of the locals and
        the undoubted accomplishments of their ancestors. For instance, nomads
        will solemnly aver that the rocky pinnacles north of Lake Udrukankar
        were once a vast lighthouse constructed for the lakeside city which
        stood there a millennium ago! Perhaps they are correct. Tovag Baragu
        does bear some fleeting resemblance to the badly eroded ruins one may
        encounter in the Jotens and Crystalmists, which have been attributed to
        an ancient civilization of stone giants. In the absence of evidence,
        however, Tovag Baragu cannot be said to have any certain origin, though
        the most obvious one is that of Bakluni construction. 
        
        
        Local
        human and centaur nomads hold Tovag Baragu to be holy, and many of the
        Dry Steppe tribes make it the subject of a yearly pilgrimage and
        festival, where they trade, contract marriages, and meet in ceremonial
        commemoration of the Suels' destruction while their priests call down
        further curses on that land. The entire event lasts two weeks, and those
        attending it or traveling to or from it must abstain from feuds or
        warfare and are themselves immune from the same. For much of the rest of
        the year, the site is abandoned and it is considered ill fortune to see
        it even on the horizon. This is readily understandable; some of the
        phenomena that may be encountered there are disturbing even to the
        civilized mind. 
        
        
        One
        effect which is frequently observed by those who wander among the
        circles is that distant objects seen between them are sometimes
        magnified. Similar augmentations of the other senses may occur as well.
        In this manner it is possible to learn some astounding things, as in the
        case of Celene--but that is a topic for another account than this one.
        With concentration, it is sometimes possible to sharpen the focus, or
        choose one's target. However, on occasion things may be seen through the
        pillars which are almost surely distant in time or planes rather than in
        space. One of the most frequent is a glimpse of a great lakeside city,
        usually at night. Another is of a verdant plain crowded with the
        peculiar mammalian life which may be found on occasion near the
        Sulhauts. More rarely one may see or hear regions which must surely be
        those of the Outer Planes. 
        
        
        These
        views would be entertaining rather than unnerving were it not that on
        occasion a connection is formed, and objects may pass between Tovag
        Baragu and the area depicted. Whether fortunately or unfortunately,
        these openings are rather fleeting. They may however account for some of
        the unusual creatures in the southern part of the Dry Steppe. 
        
        
        It
        remains to be mentioned that the locals believe Tovag Baragu has an
        effect on the weather. This is well substantiated, since those few
        outsiders allowed to observe the yearly ceremonies may see that the
        weather-summoning powers of the nomads' priests are greatly augmented.
        Whether in fact Tovag Baragu operates unguided is an open question. 
        
        
        Rigodruok--
        The Rainbow Vale
        It
        is clear to any student of the natural world that the ebony fields of
        ice which cover the northernmost tip of the Oerik continent are no
        natural phenomenon, but are almost certainly magically produced and
        sustained, much as is the Sea of Dust. Quite simply, the towering wall
        of blackened ice that greets the northbound traveler ought not to
        persist. Even ordinary snows and ices do not remain on land over summer
        at such latitudes, as may be clearly seen in the case of the Icy Sea,
        which breaks up each spring. What is more, dark ice is particularly
        vulnerable to melting since it gathers heat. It is a common practice in
        northern cities for merchants to scatter ashes on their doorsteps to
        melt ice, a tactic that works well even in the weak winter sun. Given
        such a magical nature, it is hardly surprising that strange tales abound
        from such a region. Of these one of the odder but more reliable is that
        of the Rainbow Vale, Rigodruok. 
        
        
        Some
        years ago a fragmentary document was recovered from Blackmoor Castle
        which gave substance to the widespread accounts of a land "beyond
        the black ice where the sun never sets." While a firm description
        of the land itself was lacking, the parchment gave explicit directions
        for finding it among the wastes of the Black Ice. This information fell
        into the hands of one Sormod, a merchant and adventurer from Perrenland
        who was visiting Eru-Tovar, where the parchment surfaced for sale at the
        bazaar. The romantic Sormod mounted an expedition as soon as he could
        gather the backing, and departed from Dantredun in Richfest of CY 453. 
        
        
        In
        CY 460 there surfaced in the city of Greyhawk a volume purporting to be
        the personal journal of one Henriki Ardand, the expedition's magician.
        Whether true or false, it is a most marvelous tale. Henriki tells of the
        difficult passage over the sooty ice, where the expedition was
        endangered by subterranean hot springs of the same sort that underlie
        Blackmoor. These apparently weaken the ice and make passage over it a
        risky business, apt to result in a sudden downward drop as a cavern
        collapses under the weight of travelers. In places, too, there are small
        volcanoes which blacken the snows newly fallen on the ice. Between these
        dangers and the jumbled areas of collapsed ice, as well as certain
        "ice worms" (most probably remorhaz) and the hostile
        blue-furred bugbears of the region, the progress of the expedition was
        rather slow, and several members were lost or refused to go on. At last,
        however, they reached a range of low peaks jutting just above the ice as
        their directions had described. What greeted them on the other side must
        first have appeared to the surviving members to be a paradise. Henriki
        calls it the Rainbow Vale. 
        
        
        After
        a region of mists, the explorers saw before them a green and fertile
        bowl of land, warmed and lighted by a sunlike body floating half a mile
        above its center. Several large islands of land likewise drifted about
        it, some of them large enough to hold small rivers whose cascades of
        droplets caused Henriki to name the valley as he did. Below the
        miniature sun was a central lake, beside which the members of Sormod's
        group could see several clumps of broken reddish towers. 
        
        
        Sormod
        and his band descended the steep cliffs into the valley's forests,
        passing first through birch, fir, and sablewood, then through oak and
        beech woodlands where they stopped to gather uskfruit and yarpik nuts,
        then past magnolias and fig trees, and down to the shores of the lake
        where they found palm and deklo trees flourishing in the steamy heat.
        Curls of vapor could be seen rising from the area of the lake beneath
        the valley's illuminator. They camped beside one of the skyborn
        waterfalls near the ruins they had seen from the valley's rim, and
        discovered to their surprise that the buildings were of deeply rusted
        iron. Finally they pitched camp. Perhaps exhausted by the long journey,
        or drowsy in the unaccustomed heat, the watchmen slept. 
        
        
        Sormod's
        party was neither particularly weak nor poorly equipped, but they had
        little chance unwarned against the sudden onslaught that overtook them:
        goblins, bugbears, and giant spiders, some of the latter of astounding
        size and speed and fiendish intelligence. The camp was scattered, and
        Sormod, Henriki, and the other survivors watched in horror as their
        companions were bundled away and hauled up on ropes of spider-silk to
        the nearest of the floating islands. 
        
        
        Henriki
        and the others managed to regroup, and for some weeks they cautiously
        explored their surroundings. They discovered a group of human primitives
        who evidently worship the spiders and their humanoid henchmen, and they
        also found many inexplicable constructions of metal and glass in the
        ruins. Without their equipment they did not wish to risk an overland
        journey, but they discovered from conversations with one of the friendly
        cavemen that there was a tunnel leading southward which eventually would
        reach the surface. Assured of an escape route, they mounted a raid on
        the sky-island to which their companions had been taken, using Henriki's
        remaining powers. They discovered no sign of their comrades, but they
        did find some very large statues of spiders in a grove beside the
        spider-village, each decorated with large diamond eyes. They took these
        and fled. 
        
        
        The
        long passage southward through the tunnels claimed yet more members of
        the group, in some cases to heat exhaustion as they passed the warm
        springs. Eventually, however, they emerged south of the Black Ice at the
        headwaters of the Fler. From there they passed through the Burneal
        Forest, where Sormod was lost to a poisoned arrow in a dispute with
        forest tribesmen. The survivors (including Henriki, a priest of
        Fharlanghn from Schwartzenbruin, and two Wolf Nomads) divided the
        treasure between themselves and dispersed, none willing again to risk
        the terrors of the land beyond the Black Ice. 
        
        
        Esmerin
        The
        Lortmils have always been famous for their gems and precious metals, and
        stories abound of hidden settlements in which the dwarves, gnomes, or
        hobbit
s are as rich as kings. Some of these have a firm basis, though
        in fact the wealth of the inhabitants is greatly exaggerated. Gems and
        gold are worth a good deal less near their source of supply, and the
        expense of safe export is high, even since the Hateful Wars of CY 520.
        Nevertheless, one of the more extravagant tales may have been true after
        all. 
        
        
        In
        Growfest of 556, the simple river folk of a river that flows into the
        Jewel south of Courwood discovered a bronzewood casket of exquisite
        workmanship lying on a sandbar. When they opened it, they found the body
        of a young hobbit
 of the tallfellow race, with unusually handsome and
        noble features, preserved in a sweet-smelling resinous liquid. He was
        clad in silks and gold brocade worked with emeralds, and he wore
        armlets, rings, and necklaces of gold and emerald, together with much
        other treasure. Perhaps because of elven influence, the rivermen of that
        region are not as other men. They took each a single ornament, as it is
        their custom that pallbearers are entitled to an item from the grave
        goods, and buried the casket in a secret place, each swearing never to
        reveal its location. Nevertheless, the story spread up and down the
        river like wildfire, and soon listeners as far away as Gradsul and
        Highport were speculating as to the casket's origin. 
        
        
        These
        events reawakened a tale long dormant, set down by Pontus Hardiggin, a
        hobbit
 traveler who ranged widely about the world between the years
        350 and 390 before retiring to write his memoirs. Among other stories,
        some obviously fabricated, Hardiggin described a visit to an idyllic
        land in which hobbit
s and giants lived in peaceful cooperation. They
        were blessed with fertile soil, health, a great deposit of gold,
        emeralds, and useful metals, and most of all with concealment from the
        outside world. Hardiggin placed this land in the Yatils, but this may
        have been intended as a joke or simply to protect the inhabitants of
        that happy land. There are a number of surprising coincidences between
        his account and the story of the casket: the nature of the hobbit
s
        (fallohides
, unusually handsome), the nature of the land's treasures
        (silk, gold, emeralds, resins), and even funeral customs (placement in a
        cave in a bronzewood casket). It seems unlikely that simple river folk
        could perpetrate so elaborate a hoax as to duplicate an old tale no
        longer widely known, or so expensive a hoax--two of the emerald
        ornaments have since surfaced in jewelers' shops on the Wild Coast, and
        they are flawless and of distinctive design. 
        
        
        Nevertheless,
        it is difficult to see how the land and people Hardiggin described could
        go so long undetected. His descriptions make the entire valley at least
        10 miles across, and in any case a large settlement including giants is
        hardly inconspicuous. There may be, however, a number of contributing
        factors. The slopes of the nearby mountains as Hardiggin describes them
        are foggy and thickly clad in dense forest, and the only passes require
        one to scale sheer cliffs or seek out secret passages hollowed into the
        rock. In either case, the high altitude is debilitating, and the entire
        way is guarded. The only other means of entry to the land of Esmerin is
        by means of a river which flows through underground caverns after
        disappearing near a whirlpool in Esmerin's eastern quarter. This is
        certainly a route even more difficult. As for views from the air, only
        the giant eagles and the aarakocra are likely to gain such, and these
        were described by Hardiggin as allies. Last but not least, the land of
        Esmerin is described as protected by the magical power of a huge emerald
        "as big as a giant's head," which stands in a pavilion at the
        center of the chief settlement. Hardiggin described this emerald as
        having the power to alter the appearance of a land as seen from the
        distance. He also attributes powers to control the weather and various
        other matters to this agency. 
        
        
        According
        to Hardiggin, those who somehow stray into Esmerin are compelled by the
        inhabitants to remain; if they are evil, they are simply killed. The
        former is accomplished in cases of apparent recalcitrance by means of a geas
        placed on the intruder never to leave. The charming Hardiggin narrowly
        escaped this imposition, fleeing by a perilous route down the caverns
        running alongside the underground river that leaves Esmerin, past the
        burial chambers, and through several siphons. (One wonders why so
        foolhardy an individual lived to write his memoirs.) It is possible
        that, with the exception of Hardiggin, all outsiders have been deterred
        or detained. 
        
        
        Whatever
        protections Esmerin may have, it most surely has need of them. Hundreds
        of fortune seekers have traversed the Lortmils in search of it over the
        past two decades, and many hunters are of a dire and evil nature.
        Certain well-equipped expeditions from the Pomarj have made incursions
        into the Lortmils through the Suss forests, for instance. So far none
        have returned with any report, but this may well be only a matter of
        time given the hard evidence of the emerald ornaments. One hopes, too,
        that the casket will not be discovered and its contents (and possibly
        the spirit of the corpse) examined. 
        
        
        Turucambi
        The
        Oljatt Sea is largely unexplored owing to the hazard of the predatory
        sea creatures that dwell there, but nonetheless the intrepid Sea Lords
        have trade routes along the shallower portions well down the Hepmonaland
        coast. One of the primary reasons for taking such a difficult journey is
        the lacework of islands, reefs, lagoons, and lakes known as Turucambi. 
        
        
        Turucambi
        is a maze of limestone jutting up from the sea bottom some 20 leagues
        from the mainland of Hepmonaland's easternmost extremes. Generally, sea
        captains approach along the coastline rather than across the deeps, as
        native attacks are preferred to sea beasts the size of ships. What the
        captains seek there is a wealth of precious coral, as well as the
        occasional odd relic traded by the locals. 
        
        
        The
        complex interpenetration of land and water that is Turucambi is rich in
        life, both above and below the surface--indeed, rather too much so for
        the tastes of most merchants. The region is some 30 miles across,
        roughly oval, and has numerous small islands which consists almost
        entirely of steep ridges. The vegetation is dense, and much of it is
        saw-edged or contains a poisonous sap that raises blisters wherever it
        touches skin. These branching islands are riddled with lakes and
        lagoons, many connected to the sea through subterranean passages which
        run through the entire region. All the rock is limestone, and riddled
        with large and small caves; the footing is extremely difficult, and the
        chief land fauna seems to consist of venomous and ill-tempered snakes,
        and a few crocodiles. Turucambi's wealth, however, is in the water. 
        
        
        The
        Turucambi reefs are among the most complex known, and present surprises
        at every turn. The tidal range is great, and there are shallows
        regularly exposed by the tides, deep unfathomed sinkholes, and complex
        and powerful tidal races which can toss a ship like a toy. There are
        white coral plains, expanses of sea grasses, mangrove swamps, and
        complex rookeries of bright coral, all swarming with life from
        microscopic to gigantic. The waters teem with mermen, sahuagin, water
        nagas, sea elves, koalinth, saltwater trolls, ixitxachitl, and even a
        tribe of seagoing lizard men. These fight constantly with one another to
        maintain their territories, and to exclude uninvited land folk. Nor are
        these the only hazards. Many of the corals and sea jellies carry poison
        stings that may raise painful or deadly welts, and a number of the
        mollusks and fishes are similarly armed. Plesiosaurs roam the shallows,
        sculling about in search of food both large and small. 
        
        
        The
        attraction of Turucambi to the aquatic races is twofold: first, it is
        one of the richest in sea life of the Oljatt's reefs, and second it
        attracts human trade. Precious corals can be harvested from the deeper
        parts of the reef: not only the familiar red and black corals, but the
        rarer golden coral. There are also certain ancient treasures such as
        small figurines of precious stone or delicately colored bowls,
        apparently of terrestrial manufacture, in some of the darker and less
        well explored corners of Turucambi. These are highly prized. In return,
        the sea folk gain goods not easily made in the water; glass, copper, or
        bronze (they have little desire for iron, which rusts too readily), and
        silver or gold jewelry, as well as mundane items such as wood and stone,
        particularly obsidian. Most sea folk have treaties with merchants from
        civilized lands or with Hepmonaland natives, allowing safe passage and
        free trade. 
        
        
        Indeed,
        it is possible that the sea folk trade yet more widely. A Duxchaner
        vessel blown out to sea and unsure of its bearings once approached from
        the east, and observed a huge sunken hulk more than a hundred feet long,
        with many masts and a slender, shallow body. She appeared to be holed
        and to have a cargo clearly visible through the six fathoms of water
        over her, but the practical and incurious Duxchaners turned away. It is
        hazardous to approach an unfamiliar part of Turucambi, not merely
        because of the natural hazards but because of the locals, who are more
        than willing to attempt piracy rather than trading and who are resentful
        of possible coral poachers. 
        
        
        It
        has been suggested that Turucambi might be artificial in whole or in
        part. Such convoluted islands are found nowhere else in such numbers.
        Certainly this would explain the odd trade goods occasionally taken, but
        the size of the structures strains belief. The hardheaded traders who
        visit are not eager to spend time searching out the answer to the
        problem, and the residents, even the friendly ones, do not seem anxious
        to answer the questions of the idly curious.