Geographical Marvels,
Regions
& Prominent Features
here
No Statistical information is given, it is impossible for the chronicler
to estimate the data due to the lack of certain knowledge about the
area.
ODIES
OF WATER
AZURE SEA
This body of water is one of the main carriers
of commerce between west and central nations. Freebooters are fairly
common, and the savages inhabiting the islands of the Amedio coast
practice piracy. There are a sprinkling of other pirates in the east, and
the Sea Princes are not above occasional buccaneering.
NYR DYV (LAKE OF UNKNOWN DEPTHS)
This body of water is the largest fresh water lake known to us, although
legends and tales report a veritable sea far to the west, if such stories
can he believed. Much commerce plies the waters of the lake, for Nyr Dyv
has many navigable inlets (Artonsamay, Veng, and Velverdyva Rivers) and
outlets (the broad Nesser River, and the Selintan to a lesser extent). Its
central position combines with these river routes to make it the busiest
body of water in around the Flanaess. The cities of Admundfort, Radigast,
Leukish, Dyvers, and even Greyhawk rely heavily upon this mercantile
shipping. Squadrons of warships move continually about its surface to keep
raiders to a minimum and combat occasional predatory water creatures as
well.
One of the most unusual features of the Lake of Unknown Depths is the
people who make their home upon great barges. These folk travel about
trading, fishing, and generally earning their entire livelihood upon the
bounty of Nyr Dyv; for unlike Lake Quag which sometimes freezes over much
of its surface, and Whyestil which is cold and unwholesome in winter, Nyr
Dyv's southern shores remain relatively pleasant year long, and there
these barges winter. Being both clever at barter and trade and able
fighters as well, these folk are seldom molested. They are said to be
skillful thieves and pirates by some, but such charges are unproven,
although quite possible, and are ardently denied by the barges. Calling
themselves the Rhennee, the lake folk can be found in all waters rivers
and lakes, which connect, to Nyr Dyv - navigable by their barges, but
always returning to Nyr Dyv in winter.
A typical barge is about 12 to 18
feet wide and 30 to 45
feet long. Each has a lug sail, and the larger usually have an aft rigged
gaff sail as well. They also can be propelled by sweeps and poles.
Although these craft have a relatively shallow draft, the hull is deep
enough to be decked over, and a small cabin usually is built just abaft of
the beam. Rails are planked over for protection, and many heavy crossbow
mounts are stationed along them. Some barges carry scorpions at bow and
stern. Each is crewed by a "lord" who dwells with his family in
the cabin, and "cousins," servitors who may or may not be
related, who find living space on or below deck. A typical barge is thus
home to 15 to 20
souls. All adults and able youngsters work and are trained in defense.
When "camped," the bargefolk chain their vessels together; this
device also is used in defense. Most barges carry a small boat for use in
communications, fishing, or shuttle. It is said that the bargees have
developed a sophisticated communication system, which uses flags in
daylight, colored lanterns at night, and sometimes even smoke. Similarly,
it is reported that they use a special speech whose cant is understood
only by others of the Rhennee. If the bargees are as rich in gold,
jewelry, and prized fresh water pearls as stories tell, it cannot be
determined from their dwellings, dress, or habits.
Nyr Dyv also is well known for the monsters, which inhabit its waters.
Deep beneath the surface lurk huge creatures, which prey upon unwary
sailors or anyone so unlucky as to fall into the water. Warcraft, and
occasionally merchants or bargees will bring back such monsters as
trophies, as constant warfare upon these creatures is necessary to make
the lake useful and usable.
LESSER BODIES OF WATER
Aerdi Sea: The reach of water from the Tilva Strait to the northern tip of
Asperdi Island, as far west as the islands beyond Spindrift Sound, and
generally demarked by the islands which border the east coast of the
Flanaess is referred to as the Aerdi Sea. Much seafaring takes place upon
these waters, and many monsters are found upon and under its waves. For
additional information see Spindrift Sound hereafter.
Densac Gulf: It is thought that this body of water stretches for a
thousand miles south between Lower Oerik and Hepmonaland. Who sails upon
its waters and what lies below is not known.
Dramidj Ocean: This body of water continues far westward. Warm currents
from this direction sweep past Zeif and Ekbir and turn northward. In
winter this ocean is cloaked in great fog layers, and huge chunks of ice
move about on its waters as if they were ghost ships.
Gearnat, Sea of: This sea is full of shipping coming down the Nesser,
crossing, or on its way to or from the Azure Sea. It is a treacherous
place during both spring and autumn, when great storms sweep across and
lash its surface into towering waves. Raiders from the Wild Coast, the
Pomarj, and elsewhere make sailing a perilous adventure in the summer
months.
Grendep Bay: This great arm of the Solnor Ocean is the favorite means of
travel for the barbarians of the North when they raid the mainland. These
brave sailors usually are anxious to cross southward as early in the
spring as possible, however, and return late in the fall; for during the
warm summer, great sea monsters are often seen sporting in the bay.
Icy Sea: The Solnor sweeps northward around the Thillonrian Peninsula and
ends in the Icy Sea. These northern waters are frozen except in high
summer months. The Northern barbarians sometimes take their galleys into
these waters to hunt for ivory and furs and occasionally do a bit of
raiding, too. Even in summer the Icy Sea can be dangerous due to thick
fogs and floating mountains of ice.
Jeklea Bay: This small arm of the Azure Sea is little more than the
private lake of the Sea Princes. Only their ships ply its waters, raiding
into Amedio and returning laden with spoils.
Oljatt Sea: The water to the north of Hepmonaland and east of the Duxchans
is known as the Oljatt Sea. These warm, deep, blue-green depths are
dangerous in the extreme, for many creatures haunt this sea. Some are
large enough to carry a ship to the bottom, and vessels going into the
Oljatt are said to chain themselves together and have men with pikes and
bows ready to fend off the monsters.
Quag, Lake: Lake Quag is the third largest body of fresh water in the
Flanaess. As the only civilized nation which borders upon it is Perrenland,
it is exclusively theirs. It yields considerable food, although sometimes
the fishers are themselves eaten.
Relmor Bay: The Gearnat between Nyrond and the South Province of the Great
Kingdom is called Relmor Bay. Shipping from the south part of the Great
Kingdom seldom makes the long journey round Onnwal through the Azure and
Densac, round by the Tilva Strait and then northward up the coast, or vice
versa. Therefore, the ships encountered there will be either those plying
between Almor, Nyrond, or Onnwal, or will be those seeking to prey upon
them the squadron from Ahlissa based in Prymp Town, in all probability.
Solnor Ocean: It is said the Solnor reaches for a thousand leagues and
more eastward. The Sea Barons have reportedly sailed eastward for some
distance and returned, but these rumors have never been confirmed. Great
monsters dwell in the Solnor and sport in Grendep Bay when the sun warms
the waters there.
Spindrift Sound: In these waters are fought some of the fiercest sea
actions, for when Sea Barons and ships of the Lord of the Isles meet, no
quarter is ever asked or given. Unknown pirates and buccaneers frequent
these waters also, making it a lively place indeed.
Tilva Strait: This narrow strip of water between the cockscomb of Tilva
and Hepmonaland must he used by vessels sailing to or from the central
waters and those of the east. This commerce is preyed upon by piratical
vessels - sometimes-whole fleets - so that squadrons of warships will be
seen patrolling at times when important commerce is at a peak.
White Fanged Bay: The ice formations common to this body of water resemble
the teeth of a predator, and thus the bay is named for the great
ice-coated rocks and bergs that menace vessels attempting to land along
its shores. In the summer, numbers of seals and walruses (and even odder
creatures) bask along these rocky coasts, and there parties of hunters
seek after ivory and furs. (Some say that the name of the place is based
upon the long teeth taken from these creatures rather than the icicles and
frozen spray.)
Whyestil Lake: The lake is bordered by Iuz, the Horned Society, Furyondy,
and the Vesve Forest. Before the evil of Iuz, considerable trade used to
ply Whyestil's waters, to and from Dora Kaa, Crockport, and up and down
the Veng from Nyr Dyv. Only the latter traffic now exists, and even that
at great peril. The Furyondians maintain a strong fleet upon the lake, but
the vessels of Iuz are numerous, and the Horned Society menaces the river
traffic.
Woolly Bay: The wag who named this terminus of the Sea of Gearnat and made
it stick is lost to history, but the appellation is not inappropriate. The
small cogs, which move up and down the Wild Coast, are as often pirate as
merchant. Considerable traffic moves through this area, from the west and
from Greyhawk. Shipping rounds the Pomarj or Onnwal to or from the Sea of
Gearnat, going east or west to or from Woolly Bay. Elredd, Fax, Safeton,
and Hardby are all port towns, and most vessels can negotiate the Selintan
to Greyhawk City, and the lighter craft can venture all the way to Nyr Dyv
beyond. Some unscrupulous captains still put in at the humanoid-controlled
town of Highport to trade.
ILLS
AND
HIGHLANDS
ABBOR-ALZ
The rocky hills, which run east and west
between the Nesser River and Woolly Bay, are known as the Abbor-Alz. The
northern verges of the hills are relatively safe, and these are claimed by
the Duchy of Urnst, as are those softer highlands which are covered by the
Celadon Forest. The central and southern portions are very arid, however,
and wild tribesmen dwelling within these hills turn back all intruders -
if they manage to return at all. These hills are so rough and precipitous
as to preclude mounted movement or even thc passage of organized bodies of
soldiers, so no aggression has proven successful in clearing these tall
heights. Occasional adventurers will return with tales of having
prospected within these hills, stories of encounters with the natives,
monsters, and the like, but most can not be believed. There certainly are
riches within the Abbor-Alz, however, for Urnst has productive mines in
that part which is held by the Duchy.
How far the hills continue into the Bright Desert is unknown. The peoples
dwelling in and beyond the Abbor-Alz are as unfriendly as the highland
tribesmen.
CAIRN HILLS
The northward- thrusting arm of the Abbor-Alz (q.v.) is known as the Cairn
Hills. These hills surround Midbay on Nyr Dyv and form the borderland
between territory claimed by Greyhawk City and that of the Duchy of Urnst.
Several thousand gnomes dwell in the central portion of the Cairn Hills,
halflings enjoy its lower Northern slopes, while many dwarvenfolk live in
the area where it meets the Abbor-Alz and the hills become young
mountains. In the hinterland below Nyr Dyv's Midbay, where the hills are
very rugged, there have been strange burial sites discovered from time to
time. These rich finds are of a people unknown even to the demi-humans,
evidently predating them! Discoverers returned with harrowing tales of
horrid guardians, death, and worse; but carried back ingots of precious
metal, gems, and other treasures as well. The discovery of these burial
sites gave the hills their name, and also makes them a target for many
foolhardy adventurers.
There are no settlements east of the marshes around the Upper and Lower
Neen Rivers until the eastern edges of the hills are reached.
HESTMARK HIGHLANDS
The Hestmark Highlands run northward up the coastline of South Province
from the town of Dullstrand to the mouth of the Flanmi, branching
northwestward into the Glorioles. These hills have always been a rallying
point for disaffected humans, as their remote location and rugged
character have enabled their demi-human inhabitants to remain free of the
rule of the Overking or his minions. Many gnomes and dwarves live in the
Hestmarks, and free-spirited men have their villages amidst the shelter of
these hills as well. The area is well known for its precious metals and
gems, and for this reason it is often raided by forces of the Overking who
badly need the wealth thus obtained. Medegians, troops from the Herzog of
South Province, and imperial soldiery alike probe these hills all too
often. Its inhabitants, doughty in the beginning, have become
battle-hardened veterans because of these continual skirmishes and raids,
and with the men and elves of Sunndi are beginning to conduct their own
forays into the lowlands beyond the Hestmarks in reprisal. The independent
town of Dullstrand (pop. 5,5OO) and its
environs proclaims neutrality in these matters, but it is probable that
secret aid is given to the insurgents in the hills. Free-booters certainly
find safe haven in the town, and its forges make weapons and armor which
are not seen by the Overking or his men-at-arms.
KRON HILLS
It is estimated that nearly 20,000 gnomes
live within the region of the Kron Hills. These heights spring eastward
from the Lortmils and reach almost to Nyr Dyv. Their verge forms the
southern boundary of Veluna, then stretches beside the Velverdyva for a
time before peaking in the heart of the Gnarley Forest, where many Sylvan
Elves happily roam over their crests. Their southern slopes demark the end
of the Wild Coast region and are a part of the northern region of Celene.
Some dwarven enclaves exist in the Kron Hills where they butt against the
Lortmils, although the number of such demi-humans is not known. The gnomes
of the region were instrumental in the organization of the army, which
drove the humanoid hordes from the Lortmils (and the Kron Hills). They
likewise served with honor in the host, which defeated the Horde of
Elemental Evil in the battle above Verbobonc.
The Kron Hills are mined for metals, precious metals, and gems. The upper
slopes are quite fertile and grow many crops in sheltered valley and glen.
Quite a number of scattered enclaves of humans live in peace with the
gnomes and other demi-humans of the area, save in the Gnarley Forest,
where the Olvenfolk are isolationist.
LESSER HILLS AND HIGHLANDS
Blemu Hills: This chain of hills runs from a point about level with
Belport southward to the town of Knurl, the Teesar Torrent cutting their
eastern verge. These hills form the southeastern boundary of the Bone
March. At one time they were home to certain demi-human folk, but tribes
of Celbit, Jebli, and Euroz now infest the place.
Bluff Hills: The western terminus of the Griff Mountains slowly decreases
into a series of rugged ridges and steep hills. This range separates the
states of the Bandit Kingdoms from the lands of the Rovers of the Barrens.
The former now occupy and claim the Bluff Hills as their territory, as
they do the whole of the Fellreev Forest. The nomads to the north are too
weakened to effectively dispute this move. The Bluff Hills are said to
contain small deposits of copper and gold. Numerous monsters roam the
area, and many ogre hands make it their home.
Drachensgrab Hills: The low mountains of the same name found in the Pomarj
are surrounded by these hills. Rich in valuable minerals and gems, these
hills have always been the home of many terrible beasts and monsters,
which had to be contended with by the humans dwelling along the lowland
coasts. Now that the area is in the hands of humanoid hordes, many of the
monsters there will undoubtedly be enlisted into their ranks. Legends say
that these hills hide the resting-place of one or more powerful creatures
who may someday return to life.
Flinty Hills: This broad and deep hand of hills marks the southern end of
the Rakers. The eastern shoulder, and an arm, which projects southward for
many leagues, define the lower boundary of Bone March and the easternmost
territory of Nyrond and Almor. The portion covered by the Adri Forest
(west of the Harp River) is Almorish. The area is well endowed with
minerals. Numerous halflings inhabit its southern portion, while many
gnomes dwell to the north. The far western span of the Flinty Hills is
within the Gamboge Forest (q.v.).
Good Hills: This is a range of rolling highlands in Keoland east of Stench
and running all the way to the middle of the border with the Yeomanry,
with the Javan River marking its western edge. These lands are home to
many halflings and gnomes. They are also the source of considerable
mineral wealth.
Gull Cliffs: The headlands which rise steeply along the coast west of the
isles of the Sea Barons are known as the Gull Cliffs (or Gullcliffs)
because so many sea birds nest among these hills and sea cliffs. The town
of Roland nestles amongst the hills, a major port for commerce to and from
Rauxes and the sea.
Headlands: The heights of the central portion of the Onnwal Peninsula are
known as the Headlands. This spine runs from the city of Irongate along
about half of the peninsula, forming cliffs on the Azure Sea coast. They
are home to many dwarves and some gnomish groups as well.
Hollow Highlands: The north-south hill chain which divides the fiefs of
Idee from Sunndi is called the Hollow Highlands due to the mining and
burrowing which has taken place there for so long. Dwarves, gnomes, and
halflings dwell amidst these hills. Although they are not particularly
rich in minerals or gems any longer, their beauty and fertility keep this
demi-human population high. The minions of the Overking do not venture
into the Hollow Hills without strong forces.
Howling Hills: These hills are just below the southern edge of the Cold
Marshes, a portion being divided from the main body by the Dulsi River
valley. The eastern hills are now part of Iuz and undoubtedly home to all
manner of hideous creatures and savage humanoid tribes who exploit their
metals. The western portion is sacred to the Wolf Nomads as a burial
place, and they have stoutly defended this area from any incursion of men
or humanoids from Iuz. Several large battles have reportedly taken place
in and around the wedge of hills between the Blackwater and Dulsi for this
very reason, and Iuz likes not such thwarting.
Iron Hills: The series of highlands reaching eastward from the city of
Irongate and demarking the fiefs of Ahlissa and Idee in the west are known
as the Iron Hills. Most of these hills are in the hands of the Iron
League. Very high-grade ore is taken from the mines there, as are several
sorts of precious metals. Dwarves and gnomes do much of this mining.
Little Hills: The Jotens turn to very high hills as they come to the Javan
River valley, and these hills turn southward as if following the river
course. These looming hills can be called little only in comparison to the
Jotens and Crystalmists beyond, and this is evidently what was done by the
yeomen who named them. Considerable numbers of demi-humans dwell in the
Little Hills, along with communities of men. The town of Longspear, in the
foothills of the Littles, is an active trade center. The soldiers from
this area are renowned for their ferocity in battle, human and demi-human
alike.
Lorridges: These sharp ridges and hills are found at the northern end of
the Lortmil Mountains. Some dwarves and gnomes have their dwellings and
mines therein. These hills are about evenly divided between Gran March,
Bissel, and Veluna. The pass between these hills and the foothills of the
southern horn of the Yatil Mountains is the major entry point to eastern
Flanaess. The Yatil foothills are known as the Northern Lorridges, but
they belong to the Highfolk (q.v.), and their gnomish inhabitants serve
the Olvenfolk.
Sepia Uplands: Perrenland now claims most of the block of highlands, which
are the lesser heights of the Clatspur Mountain range. The Wolf Nomads
hunt in the northern portion of the range, and the hills within the Vesve
forest are unclaimed by any humans. Some mineral deposits are suspected to
be within these hills.
Spine Ridge: The unwholesome Vast Swamp is butted on the south by a chain
of rising hills which terminate on a great plateau in the center of the
Tilvanot Peninsula. These hills, the Spine Ridge, are supposedly rich in
precious metals and gems, but they are too dangerous for normal
exploitation, being home to numerous humanoids and monsters.
Stark Mounds: The many-spurred Crystalmist Range thrusts some low mounts
and high hills eastward toward the Javan River below the joining of the
Real-stream. These mounts and hills divide Geoff from Stench. The Stark
Mounds are probably old and weathered mountains. They end at the east bank
of the Javan and are claimed mainly by Geoff. While some dwarves inhabit
the steeper portion of the Stark Mounds, they are home to gnomes in the
main.
Tors: The mesa-like hills, which mark the terminus of the last spur of the
Crystalmists, are called the Tors. Bordering on the Hool Marshes, they
mark the southern edge of the Yeomanry. These wild hills are a source of
continual troubles for the yeomen, as they are home to many sorts of
monsters and humanoid tribes.
Tusman Hills: The border between Ket and Tusmit is formed by the Tusman
Hills, a series of highlands which eventually rise into the Yatils. The
hillmen of the Tusman Hills are renowned fighters, thus maintaining
semi-independent status, and gladly serving as mercenaries for both Tusmit
and Ket.
Yecha Hills: These Yatil foothills are quite rich in mineral deposits, and
the Tiger Nomads have actually begun to exploit these mines. They have a
permanent settlement, their capital city of Yecha, within these highlands,
and numbers of their herdsmen graze flocks of sheep and goats there.
ARSHES
AND
SWAMPS
COLD MARSHES
The vast stretches of fens and bogs north of
the Howling Hills separate Blackmoor from the lands of the Wolf Nomads and
the Rovers of the Barrens. Here rise the Dulsi and Opicm Rivers, both of
which feed the great Whyestil Lake. There are said to be riches in the
highlands to the south of the marsh, but only the very brave or extremely
foolish venture near the place, for the Cold Marshes are most renowned for
the vile creatures which inhabit their mires.
VAST SWAMP
The vee of land, which narrows to, but 30
leagues in breadth above the neck of the Tilvanot Peninsula is sunken in
the center and cliffed along both coasts. This cupping causes water to
form into standing pools and sluggish streams and flowages. The resulting
morass of water and vegetation is known as the Vast Swamp. The upper
swamps begin below the middle of the Hollow and Hestmark Highlands, which
flank it to west and east. The swamp runs southward for well in excess of 200
miles, being over 150 miles across at the
top and funneling down to only 30 miles
breadth at the base where Spine Ridge rises. The movement of water in the
Vast Swamp indicates that it gradually drains southward, hut there is no
known river rising from the end, so it is thought that there are
underground channels through which the waters run.
Certain desperate outlaws dwell within the Vast Swamp, and there are also
native humans and humanoid tribes, bullywugs in particular, found within
its bounds. Ferocious predators and loathsome monsters likewise consider
this their domain. The men of Sunndi, and the folk dwelling in the hills
to either hand, keep constant watch to assure that these denizens of the
Vast Swamp do not roam beyond its edges. There are many tales and legends
concerning this area, but the most likely is that of the lost burial place
of the demi-lich, Acererak, who once ruled the morass and beyond into the
cockscomb of Tilvanot.
LESSER MARSHES AND SWAMPS
Gnatmarsh: This comprises an extensive area of very treacherous wetlands
which stretch along the east hank of the Nesser River from the Celadon
Forest to below the joining of the Duntide. These bogs are home to many
ghastly creatures and spawn myriad millions of biting insects during the
summer months.
Hool Marshes: After the initial rush of the Hool River from the high lake
and freshets in the Hellfurnaces, it begins to meander across the plains,
and most of its length is surrounded by quaking mires and bottomless
pools. This forms a natural boundary between the lands of the Yeomanry and
the holdings of the Sea Princes to the south. These marshes are also home
to renegade humans, humanoids, and many types of monsters.
Lone Heath: This great marsh gives rise to Mikar River east of the mighty
Grandwood Forest. The area provides sanctuary to outlaw humans and demi-humans
fighting the evil and oppression of the Over-king and his minions. Unlike
most areas of this sort, evil things fear to enter the trackless Lone
Heath.
Pelisso Swamps: These unhealthy stretches along the north coast of
Hepmonaland are unexplored and who or what dwells there is unknown.
Rushmoor (Marshes): A long stretch of land east of the mid-Javan to the
headwaters of the Sheldomar is known as the Rushmoors. This area forms
part of the northern boundary of Keoland and is a part of the unclaimed
region consisting of the central Dim Forest, eastern Oytwood, and the
Rushmoors. Many dangerous creatures inhabit the marshes, and there are
reports of humanoid bands there as well.
Troll Fens: The chill mists of the Troll Fens, located against the
shoulders of the Griff Mountains and the Rakers at the head of the Yol
River, cloak a place of unnameable horrors. The Pale carefully hedges the
place with watchtowers and keeps, and strong patrols constantly ride the
verges of the southern end of the Troll Fens to watch for unwelcome visits
from the monsters and humanoid bands dwelling within. As its name implies,
the fens are infested with particularly huge and vicious trolls in
numbers.
OUNTAIN
RANGES
CORUSK MOUNTAINS
The Corusks form a bow, the backbone of the
Thillonrian Peninsula, which runs from the Solnor Ocean in the east, north
and west and then southwest where the range terminates (Hraak Pass). While
the lower parts of the mountains are inhabited by humans, various bands of
evil humanoids and monsters of all sorts dwell in the central fastness. It
is thought that this range possesses little in the way of valuable ores or
gems.
CRYSTALMIST MOUNTAINS
The Crystalmist range is the highest on the Flanaess. It begins where the
Ulsprue and the Barrier Peaks join and runs southeast to the Hellfurnaces.
Beyond these mountains to the west is the Dry Steppes area, while several
small states nestle against its eastern slopes where arms are thrust
northward and eastward. Amidst the high peaks and weird valleys of the
Crystalmists dwell many and varied monsters, tribes of humanoids, and many
giants, ogres, and the like. Despite this fact, men often enter the range
in search of precious metals and gems, for exceptionally bold and sturdy
mountain dwarves also reside amidst these mountains. A great glacier in
the middle of the range gives rise to the Davish River (which flows
through Stench to join the Javan).
GRIFF MOUNTAINS
As the name implies, the peaks of these mountains are the habitat of many
monstrous creatures. The Griff range extends from the western terminus of
the Corusks at Hraak Pass, southwest and west for over 100
leagues. These mountains divide the Hold of Stonefist from the Duchy of
Tenh and the Theocracy of the Pale below. Being only a trifle lower than
the Corusks, the Griff Mountains are similarly uninviting to human
settlement, although there are some sprinkled here and there, for these
mountains do contain valuable mineral deposits. There is supposedly a
small and beautiful land in the heart of this range. Ruled by a powerful
prince, and protected from all invasions by magic and might, this tiny
realm is said to have buildings roofed in copper and silver, gold used as
lead is elsewhere, and jewels lying about on the ground.
HELLFURNACES
The Hellfurnaces range is part of the Crystalmist Mountain range, but it
is active volcanically in many places, and thus its different name. As
with the northern part of the chain, the Hellfurnaces are a hive of evil,
being populated with all sorts of monsters, particularly those, which
enjoy warmer temperatures, such as Fire Giants. There are reported to be
whole labyrinths of passages under this range of mountains, these
underworld highways actually going for scores, possibly hundreds, of miles
in all directions.
YATIL MOUNTAINS
These mountains are clustered thickly for many leagues west and south of
Lake Quag. They, along with the Barrier Peaks, divide the Baklunish
portion of the continent from the rest - save in the north where western
nomads have pushed across the top and beyond. These mountains form the
boundaries of Ekbir, Tusmit, and Ket to the west. In and along their
eastern slopes are found the Concatenated Cantons of Perrenland and the
territory of the Olvenfolk (Highfolk). There are numerous humanoids and
monsters dwelling within this range of mountains, but there also are some
hardy demi-humans and mountaineers. The Yatils are quite rich in ore
deposits and gems, although it is difficult to locate and mine such
deposits.
MINOR MOUNTAIN RANGES
Barrier Peaks: This range stretches from the southwestern edge of
Bramblewood Forest to the Crystal-mists. Its terminus of northern hills is
so rugged and steep as to be regarded as basically part of the mountain
chain. The Valley of the Mage is hidden within the central Barriers, and
their southwestern end forms the western boundary of the Grand Duchy of
Geoff. These mountains are infamous for their strange inhabitants. Of
course, there are some dwarves dwelling in hidden places within the
Barrier range, for they have many precious minerals and gems.
Clatspur Range: This small group of mountains below the Sepia Highlands
borders the Vesve Forest on the west and funnels the southern portion of
Lake Quag. These peaks have some valuable minerals, and Perrenlanders
dwell in small villages in the lower ranges and valleys. There are few
demi-humans found in the Clatspurs proper.
Drachensgrab (Mountains): The small Drachensgrab mounts are highlighted by
several towering peaks, which thrust up from their center. The whole area
is known to be filled with prized metals and fine quality gemstones, but
many strange creatures of hostile nature live amidst the hills and
mountains of the Drachensgrab. Additionally, it is speculated that some
terrible curse is upon the area, and legends relate that some powerful
being or beings will arise in anger if their resting-place is ever
disturbed. The mountains are now the major stronghold of humanoid invaders
holding the whole Pomarj area. These include ores, hobgoblins, bugbears,
and numbers of ogres and ogre magi.
Glorioles: This is another lesser mountain range, which is found at the
northwestern end of the Hestmark Highlands. The Rieuwood lies to the west
of the Glorioles, and the Grayflood and Thelly Rivers above. The peaks and
valleys of this range are the homeland of perhaps 10,000
or more mountain dwarves. These dwarves, despite an antipathy for
elvenkind, have of late aided in the warfare being conducted by the Iron
League against the invading forces of the Great Kingdom.
Jotens: The largest arm, or spur, of the Crystalmists is known as the
Jotens, both because these mountains are very high and imposing, and also
because they are the dwelling place of numerous hill giants and not a few
stone and cloud giants as well. In all other respects this range is
similar to the Crystalmists (q.v.).
Lortmil Mountains: This low chain of mountains, often fading into hills
with age, contains several very imposing mounts nonetheless. It is the
homeland of many sorts of demi-humans - dwarves, gnomes, mountain dwarves,
and a few venturesome halflings, as well as scattered aarokocra tribes.
These folk have acted in concert in the past to expel most of the
humanoids and many of the vicious monsters from the Lortmils, and they are
subjects of the small states, which have formed in the shelter of the
range such as the Ulek realms and Celene (qq.v.). The Lortmil Mountain
range contains some of the richest gem and precious metal deposits known,
and the dwarves, gnomes, and halflings living in the region are reputedly
as wealthy as princes.
Rakers, the: A southern arm of the Griff Mountains which runs downward
into the central part of eastern Flanaess is known as the Rakers, as the
tall, sharp peaks seemingly rake the skies. Their terminus, the Flinty
Hills, is discussed elsewhere (see Hills and Highlands). Although infested
with humanoids and fearsome creatures, these mountains also provide a home
for a number of groups of dwarves and mountain dwarves. It is not known
how much valuable ore is contained within these peaks.
Sulhaut Mountains: This range runs westward the place where the
Crystalmists and Hellfurnaces meet. It separates the Dry Steppes from the
ghastly Sea of Dust (q.v.). It can only be supposed what can be found in
these mountains, for no certain information is available to us. Reports of
Drow are not uncommon. A tortuous pass supposedly exists, enabling passage
from the Dry Steppes into the Sea of Dust or eastward into the kindlier
lands of the Flanaess.
Ulsprue: The lesser peaks of the Crystalmists, thrust northwest and north
into the Plains of the Paynims, are known to the Baklunish as the Ulsprue,
possibly for the people who dwell in the cup which these mountains and the
Barrier Peaks form on the plains. No certain information regarding other
aspects of this range is available.
IVERS
Artonsamay River: This is one of the longest rivers on the
continent. It is navigable from Redspan Town in Tenh all the way to Nyr
Dyv.
Att River: A tributary of the Velverdyva, which is navigable to small
craft well beyond Littleberg.
Blackwater: A tributary of the Dulsi.
Blashikmund River: A tributary of the Tuflik, which forms the current
border between Ekbir and Tusmit.
Cold Run: A tributary of the Artonsamay, which flows south to join that
river west of the town of Rookroost.
Crystal River: A tributary of the Veng.
Davish River: A very cold and rapidly running tributary of the Javan.
Deepstil River: A tributary of the Dulsi, which flows eastward through the
Vesve Forest.
Dulsi River: A broad and deep inlet of Whyestil Lake, navigable to the
fork of the Blackwater.
Duntide: A river rising in the Flinty Hills, which flows southward into
the Gnatmarsh where it joins the Nesser.
Ery River: A tributary of the Selintan, which flows south of Greyhawk
City.
Fals River: A tributary of the Velverdyva, which marks the northern
boundary of Veluna.
Flanmi River: The greatest water in eastern Flanaess, its basin drains
nearly all of the Great Kingdom, and most of the river and its tributaries
are navigable by ship all the way to Rauxes, and by barge beyond.
Fler River: The principal inlet to Lake Quag, flowing from the Burneal
Forest and the Land of Black Ice beyond. It is supposed that much of this
river is passable to large craft.
Franz River: A tributary of the Nesser, which is navigable to Trigol. It
forms the boundary between Nyrond and the County of Urnst.
Frozen River: A swift flow running mainly north from the Griff Mountains
through the lands of Stonefist to empty into White Fanged Bay.
Grayflood: A tributary of the Thelly, which now demarks the extent of
land, claimed by the Iron League (Sunndi).
Harp River: One of the longest rivers of the continent, the Harp's
headwaters are in the Rakers, and its mouth is near Chathold in Almor
where it empties into Relmor hay. It is navigable for about half its
length.
Hool River: A tributary of the Javan, broad and with swampy banks.
Imeda River: A tributary of the Flanmi, which joins the latter at Rauxes.
Javan River: This river is the longest on the continent, beginning high in
the Barriers and coursing southward for hundreds of miles before turning
east and emptying into the Azure Sea above Monmurg in the Hold of the Sea
Princes. It is usable by large vessels only to the town of Cryllor in the
Good Hills of Keoland.
Jewel River: A river which rises just south of the Kron Hills and flows
south through the Gnarley Forest, Welkwood, and Suss Forest to empty into
the Azure Sea. It divides the Principality of Ulek from the Pomarj. About
150 miles of the waterway are navigable by large craft.
Kewl River: A tributary of the Sheldomar, which divides the Duchy from the
County of Ulek.
Lort River: A tributary of the Sheldomar, which divides Gran March from
Ulek Duchy.
Mikar River: A tributary of the Flanmi, which rises in the Lone Heath and
flows through Grandwood Forest.
Nesser River: A long and exceptionally broad and deep artery, which drains
Nyr Dyv. Despite many islands and numerous channels, the Nesser is so wide
(over three miles on the average) that seagoing vessels can sail up or
down its entire length if properly piloted. It forms the boundary between
Nyrond and the Duchy of Urnst.
Neen River: A tributary of the Selintan River, which is broad but shallow.
Old River: A tributary of the Sheldomar, which bounds County Ulek from the
Principality.
Opicm River: The eastern inlet of Whyestil Lake, which also rises in the
Cold Marshes. It forms the boundary of the lands of Iuz.
Realstream River: A tributary of the Javan, which flows through the Dim
Forest to join the latter waterway just below the town of Hochoch.
Ritensa River: A tributary of the Veng, which divides the Shield Lands and
the Bandit Kingdoms from the territory of the Horned Society.
Selintan River: A relatively broad and deep channeled outlet of the
western Nyr Dyv, it flows past Greyhawk City into Woolly Bay, and is plied
by considerable traffic.
Sheldomar River: A river, which divides Keoland from the Ulek States and
is navigable from its mouth to the city of Niole Dra.
Teesar Torrent: An exceedingly swift river which rises in the North
Province of the Great Kingdom and feeds the Harp below the Blemu Hills.
Thelly River: A tributary of the Flanmi navigable to the town of Nulbish.
Trask River: The Trask flows eastward through the North Province of the
Great Kingdom to empty into the Solnor Ocean. The Town of Atirr at its
mouth is a busy seaport.
Tuflik River: This is a long, westward-flowing river which has its
headwaters in the northern end of the Barrier Peaks and divides Ket and
Tusmit from the Plains of the Paynims. It is also the boundary between
Ekbir and Zeif. The Tuflik empties into the Dramidj Ocean.
Velverdyva River: This river might be the second longest on the continent.
There is debate whether the lower Fler should be called the Velverdyva.
The river is the boundary between Veluna and Furyondy. It is open to large
vessels to a point north of the Veluna City area, while barges can travel
all the waters Thornward in Bissel (Fals River) or to Lake Quag (with some
difficulty).
Veng River: This waterway is the outlet of Whyestil Lake and an inlet of
Nyr Dyv. It is navigable along its entire length, being both deep and
broad. The river forms the boundary between the Horned Society and the
lands of Furyondy and is strongly patrolled by river craft, cavalry, and
infantry.
Yol River: The Yol is a tributary of the Artonsamay, which rises in the
Troll Fens and divides the Phostwood from the Nutherwood, forming the
border between Tenh and the Pale. It is plied by barges from Wintershiven
and those journeying to that city.
Zumker River: The Zumker is a tributary of the Artonsamay whose headwaters
are reputed to be a large mountain lake in the Griffs. It forms a border
between Tenh and the lands of the Bandit Kingdoms.
IMBERLANDS
ADRI FOREST
Population: 25,000-
Demi-humans: Few
Humanoids: Few
This great area of ancient forest lies principally within the borders of
the Great Kingdom, although its northwestern tip (that part west of the
Harp River) belongs to the Prelacy of Almor. The forest abounds with game,
and it is carefully forested and maintained by those who dwell within its
confines. The wood found here is generally employed for shipbuilding,
spear shafts, bows, and arrows. Weapons common to the inhabitants include
the longbow, battleaxe, and short spear.
AMEDIO JUNGLE
Population: Unknown
Demi-humans: Unlikely
Humanoids: Possible
Resources: Foodstuffs, rare woods, spices, ivory, platinum, gems (III, IV)
Little is known of the Amedio Jungle, except that it is inhabited by
tribes of cannibal savages - some purportedly of Suloise extraction or
admixture. Expeditions have sometimes returned with considerable wealth
and tales of mines where gems abound. A large lake is reportedly the
gathering place for the savage tribes when they ready for warfare and
raiding. Contact has been through various of the Sea Princes. Amedio
savages employ the following weapons: darts, javelins, spears, clubs,
shortbows. Some natives use blowguns, a 5'
to 7' long hollow
tube which guides a breath-propelled wooden sliver coated with poison from
10 to 30 yards
(though 30 yards is certainly long range).
They cannot penetrate armor, however, so are dangerous only to persons
with exposed flesh. Poison is used commonly, but generally is weak.
BURNEAL FOREST
The trackless wastes of the Burneal Forest stretch for over a thousand
miles, from just beyond the shore of the Dramidj Ocean to the bogs of
Blackmoor. This huge and sprawling forest of pines and firs is nowhere
less than 100 miles broad and in places over
200. Beneath these woodlands are the
prairies of the Tiger and Wolf Nomads, and these fearless horsemen often
roam the Burneal seeking sport. They do so at peril, however, for
little-known savages dwell in this vastness, and they lurk amidst the
thick trunks to attack by stealth and surprise. Reports state that these
tribes of hunters are humans, aboriginal Flannae people, who live in small
huts made of green boughs in the summer and in burrows dug into the ground
in the cold months. They hunt by means of pits, snares, and with bow and
spear, using huge wolf-dogs to locate and corner or bring down prey. Such
inhabitants would have to be tough and strong in the extreme in order to
survive the harsh temperatures of winters in the Burneal and live amongst
the creatures who also dwell therein.
CELADON FOREST
The sprawling oaks and mighty elms of Celadon grow from the edge of the
Duntide to lap over the rolling hummocks of the Abbor-Alz. Yew and ash
trees older than memory grow from the Gnatmarsh northward to Nellix Town,
and the Franz River. Within the precincts of these ancient trees roam many
Sylvan Elves and Treants, for the forest of Celadon is virtually a realm
apart. The woodland is pierced by the Nesser, a third of the area being in
the territory of the Duchy of Urnst and the balance within the Kingdom of
Nyrond, but neither state cuts timber or otherwise disturbs the natural
balance of the forest, except to hunt. The inhabitants of the region
include some humans, hunters, woodsmen, and the like who dwell in harmony
with their environment. Both sovereigns expect that the inhabitants will
loyally serve, and they do so by guarding the forest ways from invasion by
raiders or hostile creatures coming up from the hills or marshlands to the
South and using the timber as cover. Although many fierce creatures and
some outlaws and humanoids will be encountered in the Celadon from time to
time, it is not a healthy place for their ilk. Waterborne raiders are the
worst problem, but the Duke sends patrols along the Nesser to aid the
warders. Contingents of archers and light infantry are raised from this
forest in time of war.
DREADWOOD
Population 5,000
Demi-humans: Sylvan Elves (8,000), Gnomes (1,000),
Halflings
Humanoids Some
This substantial forest lies north of the Hool Marshes of the lower Javan
River in Keoland. It is some 200 miles from the
Good Hills in the West to the coast of the Azure Sea in the East and about
70 to 100
miles deep. There is constant warfare within the Dreadwood, with monsters
and humanoids battling the elves who ward the place in behalf of the King
(in return for Keoish protection of the forest). Large-scale efforts have
been mounted to clear the woods of evil creatures time and again, but the
enemy retreats into hidden places and beyond the trees into the trackless
Hool Marshes, to return when the companies of woodsmen and elves retire.
It is suspected that the Sea Princes are in collusion with certain and
humanoid bands who creep through the Dreadwood on their way to raid
Keoland and the Yeomanry.
GAMBOGE FOREST
Population: 7,000
Demi-humans: Sylvan Elves (11,000), Gnomes (3,000),
High Elves (1,500), Halflings
Humanoids: Some
The Gamboge lies between Nyrond and the Pale, east of Midmeadow Town along
the Flinty Hills and the lower Rakers. It is an old and especially dense
forest. Neither state has a certain claim to the place, so it is virtually
an independent nation unto itself, and its folk treat and trade with the
gnomes, halflings, and even the dwarves to the east in the hills and
mountains. Although there is no love for the Kingdom of Nyrond, the
Gambogefolk regard it far more favorably than they do the Pale, so
allegiance is typically sworn to Nyrond and the arms of the kingdom are
occasionally shown within the forest to prevent any takeover by minions of
the Theocrat. It is rumored that the demi-humans (and humankind too)
within the region are seeking to ally with their fellows in the Flinty
Hills and create a demi-human realm, but this is highly doubtful due to
the threat of the humanoid hordes and the Overking. The Gamboge is
sometimes a dangerous place, as humanoid bands and monsters from the
mountains use it as a route in their excursions to pillage the territory
roundabout.
GNARLEY FOREST
Population: 12,000
Demi-humans: Sylvan Elves (7,000), Gnomes (3,000),
others
Humanoids: Some
Parts of the Gnarley Forest are claimed by Celene, Dyvers, Verbobonc, and
Greyhawk. Most is generally considered as part of the Wild Coast region,
however, and the inhabitants of these woodlands are free-spirited folk, so
no formal government is ever likely to hold sway as long as there are deep
woods to shelter resisters. The Viscount of Verbobonc is well liked by the
folk dwelling in northeastern portions of the Gnarley, while the Queen of
Celene is favored by those in the south. The forest is home to many fierce
creatures as well, and many humanoid bands rove about seeking to murder
and loot. These invaders work their way up from the Pomarj, through the
Suss and Welkwood. Some come via the mountains and hills from the north.
GRANDWOOD FOREST
Population 25,000
Demi-humans Sylvan Elves (7,000) some others
Humanoids: Some
It is fortunate for the people and elves of Grandwood Forest that a more
able ruler does not sit upon the Malachite Throne. Likewise, it is indeed
to their good fortune that the Holy Censor of the See of Medegia covets
that portion of these woodlands which lies south of the Mikar, while the
nobles of Rel Astra strive to thwart him and yet remain uncommitted to
actual warfare. The Grandwood, lying scarcely 25
leagues from Rauxes, is vet a haven for those escaping from oppression -
outlaws both good and bad, demi-humans, and those who hate cruelty and
tyranny. The western third of the forest is relatively uninhabited, for
there the troops of the Overking are numerous, but deeper within the
Grandwood the Overking's minions do not go for fear of attack. The
impassable tangles and thickets are haven to waiting halflings, the high
branches hide elven archers, and woodsmen lie in ambush along the tracks.
Occasionally Censorial troops will push into the heartland, but they
return fewer in number than they started out, often never seeing the enemy
who harried their march. Men of Rel Astra likewise enter the Grandwood and
post it in the name of their city, but no serious attempt to hold any
portion is ever made. A tale relates that the freefolk of the Grandwood
led divergent parties of intruders into battle with each other, so that
the Overking's men-at-arms slew and were slain by troops of his liegemen
of Rel Astra and Medegia. It is certain that the woodsmen dress in the
coats of their enemies at times, and those who dare the forest know not
friend from foe. To counter this, the Overking has of late enlisted
humanoid troops to flush the woodlands of those who oppose him, and the
eventual results of this move are yet to be determined. It has angered the
Censor, and his troops are reported to have orders to cut down all humans
and humanoids on sight, regardless of whose colors they wear. This
certainly aids the dissident folk of Grandwood.
SUSS FOREST
The Suss is a dreary place, full of thorn trees, brambles, briars, and
thickets. Its massive trees are black with age, and seem to whisper and
talk amongst themselves when an interloper dares to pass beneath. Some
claim that ripples of waving leaves and moving branches' can be seen in
the path of those entering the place, but this is unproven. The western
end of the forest is of a different nature than the rest. Where it grows
upon the Lortmil Mts. the woodlands are open and clean, but east of the
Jewel River their character becomes foreboding and hateful. The farther
south one goes, the worse the forest becomes, until it is filled with an
oppressive and evil atmosphere where it climbs the Drachensgrab hills. The
humanoid bands of the Pomarj, particularly kobolds, orcs, and gnolls, seem
to love this forest, and many hundreds are known to dwell within its
depths alongside the native gibberlings, ettercaps and susserus. They
likewise use it as a highway to move northward to raid in the Wild Coast,
Celene, or even the Ulek states and into Verbobonc. The folk of the Wild
Coast at one time made concerted efforts to clear the Suss, and managed to
drive its verge back several leagues. Due to the disappearance of
timbering parties and the threat of marauding humanoids, such operations
are no longer conducted anywhere, however. The edges of the Suss are
watched closely by the petty nobles and lordlings of the Wild Coast. A
lost, ruined city of the Old Suloise is said to be hidden somewhere in the
Suss forest, but few dare to venture on such a quest, particularly today.
VESVE FOREST
Population: 20,000
Demi-humans: Sylvan Elves (10,000), Gnomes (6,000),
High Elves (3,000), Halflings
Humanoids: Hobgoblins (5,000), Gnolls (3,000)
The Vesve is the largest hardwood forest in all of the Flanaess. Its
southern half, as well as the strip which borders upon the Sepia Hills and
the Clatspurs down to Highfolk Town, are relatively free of baneful
creatures, although inhabited by a fair share of predators.
Since the resurgence of Iuz, however, the northern quarter of the Vesve is
filled with hateful settlements of evil humanoids, and these tribes and
bands press everywhere upon the human and demi-human folk elsewhere in
these woodlands. Rangers and light troops from Furyondy aid the Highfolk
in organized expeditions to check the influx of humanoids and drive them
out, but fresh hordes from the spawning grounds of Iuz are apparently
endlessly available to replace those slaughtered by such punitive forces,
and a war of attrition will doom the goodfolk of the Vesve.
It is expected that each side will certainly make a major attempt to
settle the issue soon.
WELKWOOD
Population: 10,000 +
Demi- humans: Many
Humanoids: Some (raiding parties)
The extent of the Welkwood is obvious to the observer, for its limits are
easily defined by its growth. The majesty of the huge trees of the forest
is apparent, for they tower over their neighbors in the Suss below and the
Gnarley to the west and north. Ipt grow to heights of 100
feet and more, while the mighty roanwoods are taller still. Even the
locusts, elders, maples, and the like grow to unusual size, so that the
whole is most imposing. The eastern portion of the woodland is part of the
Wild Coast, and many of its folk reside within the shelter of the forest;
the Welkwood west of the Jewel River is within the realm of Celene and
home to elves and faerie creatures of all sorts, as well as unicorns. The
woodsmen of the Welkwood are brave and sturdy, well renowned throughout
the land as huntsmen, trackers, and bold adventurers.
MINOR TIMBERLANDS
Axewood: Axewood is a relatively small woodland on the border between
upper Keoland and the Duchy of Ulek. It is said to be inhabited by treants
and some elves as well.
Bramblewood Forest: A large and dense forest which grows in the plains
between the Barrier Peaks and the southernmost arm of the Yatils,
spreading east and west in Ket, the Bramblewood has only one main road and
possibly several secondary tracks. Its southern edge is warded by the
walled city and castle of Thornward. Dakon are known to dwell therein.
Dim Forest: The huge old trees of this vast forest are so broad and leafy
as to make the ground beneath dim on the brightest and sunniest of days.
No tracks are known, but some certainly must exist to allow passage
through the leagues of woodland. Olvenfolk are said to dwell in that
portion west of the Javan; terrible creatures live elsewhere within its
bounds.
Fellreev Forest: Once hunted extensively by the Rovers of the Barrens, the
whole of the Fellreev is now under control of the Bandit Kingdoms or the
Horned Society. Many strange creatures roam the trackless woodlands in the
central fastness, including a few small bands of Sylvan Elves and human
tribesmen, it is said.
Forlorn Forest: The Forlorn Forest is an evergreen woodland of fair size
which lies just south of the Icy Sea and whose eastern edge marks the
boundary of the Rovers of the Barrens. Even these fierce nomads avoid the
Quaggoth tribes, which prowl the forest.
Hornwood: The Hornwood is a fair sized woodland within the Grand Duchy of
Geoff. It is the Grand Duke's favorite hunting place despite (or possibly
because of) the ferocious creatures often found there (many making their
way down from the Crystal-mists). Several groups of Sylvan Elves dwell
within the Hornwood. The area is named for the hornwood tree whose
straightest limbs are specially treated and seasoned to make the finest of
elven bows. Hornwood is exceptionally tough and resilient, but first grade
wood is not common and is hard to prepare for use in bows.
Hraak Forest: The Hraak is a largish pine and fir woodland within the
territory claimed by the descendants of Stonefist. It borders the Corusks
north of Hraak Pass.
Loftwood: A smallish pine forest growing on the coast of Bone March
between the foothills of the Rakers and Grendep Bay, the tall trees of
this wood-land are prized as masts for large ships. It is now undoubtedly
being despoiled by humanoids.
Menowood: A fair sized woodland in the southern- most corner of Idee, the
Menowood is reportedly home to many treants and elvenfolk. The Hollow
Highlands run through its eastern portion. This forest is virgin, and few
humans venture into it.
Nutherwood: This forest lies to the south of the Yol River, its southern
edge marking the end of the writ of the Theocrat of the Pale. It is not
frequented, and reports state that many monsters and bandits are hidden
within.
Oytwood: Also within the borders of Geoff, the Oytwood is a smallish
woodland which is inhabited mainly by elves.
Phostwood: The forest on the northern bank of the Yol belongs to Tenh,
although this possession is disputed continually by bandits from the
bordering states. Certain species of trees found only within this forest
have a strange phosphorescent quality when they die and begin to rot,
giving the place an eerie air at night. (A branch of phostwood glows
sufficiently to light a 5-foot radius area.)
Rieuwood: This forest caps the northern end of Sunndi. Its mighty trees
stretch from the middle portion of the Hollow Highlands to the rises of
the Glorioles. It is patrolled by the forces of Sunndi and made dangerous
to enemies by elves and rangers. Despite this, raiders and even humanoid
marauders are sometimes found therein.
Sable Wood: This evergreen forest is within the realm of the King of the
Ice Barbarians. Its most interesting feature is the particular fir tree
whose wood turns a deep lustrous black when harvested in the dead of
winter and rubbed with hot oils. The barbarians prize this material
greatly, and they will not export it.
Silverwood: The smallish forestland within the Duchy of Ulek which is the
home of many Sylvan Elves is called the Silverwood. Certain trees, which
are greatly loved by elvenkind, grow in abundance in this forest, and it
is said that its inhabitants prize these trees more highly than silver.
Spikey Forest: This smallish woodland divides the lands of the Frost and
Snow Barbarians. Its tall pines are used by both peoples for ship masts
and spars.
Tangles: This is a jungle-like woodland of no great size within the Bandit
Kingdoms above Riftcanyon.
Timberway Forest: This vast stretch of pines, firs, and other northern
forest growths reaches from the lands of the Frost Barbarians all the way
to the Barony of Ratik, from the shores of Grendep bay to the shoulders of
the Rakers. Although its growth is not as fine as that of the Loftwood, it
is still very valuable in shipbuilding.
Udgru Forest: This woodland within the realms of Ekbir and Tusmit is quite
extensive and very dense. It is filled with game, and less desirable
creatures also, of course. Dissident citizens of both states are prone to
use the woodland as a sanctuary.
ASTELANDS
BRIGHT DESERT
Population: Unknown (scattered nomads)
Demi-humans: Doubtful
Humanoids: Doubtful
Since the beginning of recorded history in the Flanaess, the Bright Desert
has intrigued and challenged mankind. It is supposedly filled with riches
-copper, silver, gold, and gem minerals. The harsh climate, wildly varying
temperatures, and hostile (Suel peoples) who battle any intruder with
ferocious determination and blood lust tend to discourage exploitation.
The dervishes rumored to dwell in the bordering Abbor-Alz hills likewise
turn away would-be explorers, although if such dervishes actually exist,
they are likely to be of Flan extraction and hostile to Suloise nomads.
One or two organized forces have attempted to penetrate the Bright Desert,
hut none have ever returned to tell what happened.
DRY STEPPES
The vast stretches of prairie north of the Sulhaut Mountains and west of
the Crystalmist and Ulsprue Ranges are known as the Dry Steppes. Rainfall
is scarce, and few rivers flow in the place. Once the area was well
watered and fertile, forming the homelands of the Baklunish Padishahs and
Sultans, hut it was destroyed by the Invoked Devastation in the war with
the Suloise. It is said that the central part of the steppes is still
pleasant and rich, and there is no doubt that various large hordes of
Baklunish nomads still roam the area under the rulership of various khans.
This borderland of the Flanaess is otherwise unknown to the chronicler.
Invading tribesmen from the Dry Steppes are typically light cavalry
employing composite bows, light lances, and curved swords.
LAND OF BLACK ICE
Those who have ventured far into the northlands beyond the Burneal Forest
tell of a strange phenomenon. Instead of the normal stark white snow and
translucent blue-white ice, there is an endless landscape of deep
blue-black ice, topped only here and there by normal snowfall. Strange
arctic monsters prowl these fields of ebony ice, and the few humans who
dwell near the place fear to enter it on account of the beasts and
supposedly what lies beyond. Stranger still, they are said to tell of a
warmer land beyond the ice where the sun never sets and jungles abound.
Regardless of such prevarications, the area is mysterious indeed.
Somewhere between the Land of Black Ice and the Blackmoor territory is the
reported locale of the City of the Gods, a place where iron buildings
tower and it is summer year round, even though the snows are piled deep in
the fields surrounding the city. Giving rise to such legends, the Land of
Black Ice is worthy of further exploration by daring adventurers.
RIFT CANYON
In the lands north of the Artonsamay, amidst rough and broken ground and
jutting crags of the badlands there, a deep canyon of tremendous extent is
found. This strange rift in the floor of the oerth is over 180
miles in length and from 10 wide at its end
to about 30 in its midsection near the
bandit town of Riftcrag. Tales tell us that this rift is more than a mile
deep and pocked with caves and caverns. Much of its length has been
cleared of monsters, although they still issue forth from the tunnels, it
is said. The Plar of the Rift, as the bandit lord styles himself,
reportedly uses humanoid troops and monsters to hold the place against
their kin, and rich loot is taken by such action. The floor of the rift at
its western end is shunned, however, due to the particularly monsters
dwelling there. Attempts to clear this area have ended in disaster.
Parties from the Shield Lands taking punitive actions against the bandit
kinglets report that this state of affairs is indeed true, relating that
attempts to surprise the brigands by moving through the Riftcanyon from
its western end have proven to he impossible.
Just south of the Riftcanyon is the lonely volcanic cone of haunted White
Plume Mountain, avoided by both knights and bandits.
SEA OF DUST
A territory of unknown extent exists behind the Hellfurnaces, south of the
Sulhaut Mountains. This bleak desert is the Sea of Dust, the former Empire
of Suel or Suloise. History tells us that this was once a fair and fertile
realm extending a thousand miles west and southward, too. The merciless
and haughty rulers engaged in a struggle for dominance and supremacy over,
all of Oerik with the Baklunish, and in return for a terrible magical
attack, the Suloise lands were inundated by a nearly invisible fiery rain
which killed all creatures it struck, burned all living things, ignited
the landscape with colorless flame, and burned the very hills themselves
into ash. Whatever the truth of this, the place is certainly a desert
today, an endless vista of dust and fine ash in gentle rises and shallow
valleys which resemble waves in the ocean.
This aspect is far less picturesque when the winds howl and tear the
surface into choking clouds which strip flesh from bone and rise to the
clouds, making vision impossible and life hazardous in the extreme. Added
to this unwholesome environment are rains of volcanic ash and cinders
which are blown from Hellfurnaces to drop upon the forsaken lands that
were once an empire of terrible might. Legends tell of strange ruins near
the feet of the Sulhauts, and say that somewhere in the central fastness
there still stands the remains, nearly intact, of what is called the
Forgotten City, lost capital of the Suel Imperium.
There are a few mountain tribesmen in the Sulhauts who reportedly venture
into the Sea of Dust now and again to obtain treasure from the remains of
the cities and towns buried under the dust. The truth of these tales can
not be established, but there is no doubt that there are peoples who dwell
within the fastness of the mountain range. Reports of firenewt marauders
and other abominations are not uncommon, but may be unreliable. Somewhat
similar fables tell of a secret expedition sponsored by the Sea Princes to
find bring back the loot left in the Forgotten City. If an expedition ever
was organized and left upon the journey, no news of its return has ever
been had. This latter tale, though, caused the officials of the Yeomanry
to attempt exploration of the far side of the Hellfurnaces, and reliable
reports tell of at least one party returning from such a trek, decimated
by half, but bearing strange art objects and jewelry back from their
explorations in the fringes of the Sea of Dust. More details are not
forthcoming from the Freeholder, of course, and the event happened too
recently to give rise to sub rosa information.