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.