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Aerdi Sea | Jeklea Bay | Solnor Ocean |
Azure Sea | NYR DYV | Spindrift Sound |
Densac Gulf | Oljatt Sea | Tilva Strait |
Dramidj Ocean | Quag, Lake | Whyestil Lake |
Geamat, Sea Of | Relmor Bay | Woolly Bay |
Grendep Bay | Icy Sea | |
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 Sprindrift Sound hereafter.
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 of course the legitimated piracy of the Sea Princes.
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 northwards. 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 are usually anxious to cross southwards 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 northwards 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 smallish 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 an( returning laden with spoils.
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 be 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 or 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 bargees. Calling themselves the Rhennee, the lake folk can be found in all waters—rivers and lakes—which connect to the Nyr Dyv and are navigable by their barges, but they always return to Nyr Dyv in winter. A typical barge is about 12' to 18' wide and 30' to 45' long. Each has a lug sag, and the larger usually have an aft rigged gaff sail as well. They can also 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 is usually built just abaft of the beam. Rails are planked over for protection, and many heavy crossbow units are stationed along them. Some barges carry scorpions at bow and stem. 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 is also 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 communications 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 bargeas are as rich in gold, jewelry, and prized fresh water pearls as stories tell, it cannot be determined from their dwellings, dress, or habits.
The Nyr Dyv is also 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.
Oljatt Sea: The waters to the north of Hepmonaland east of the Duxchans is known as the 0ljatt sea. These wamn, 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 northwards up the coast, or vice versa. Therefore, the ships encountered there will either be those plying between Almor, Nyrond, or Onnwall 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 eastwards. The Sea Barons have reportedly sailed eastwards 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, and it is a lively place indeed.
Tilva Strait: This narrow strip of water between the cockscomb of Tilva and Hepmonaland must be used by vessels sailing to or from the central waters those of the east. This commerce is preyed upon by piratical vessels—sometimes whole fleets - so 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 creat- than the icicles and frozen spray.)
Whyestil Lake: The lake is bordered by luz, the Homed Society, Furyondy, and the Vesve Forest. Before the evil of luz, 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 luz are numerous, and the Homed Society menaces the river traffic.
Woolly Bay: The wag who named this terminus
of the Sea of Geamat 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 Pomal or Onnwal
to or from the Sea of Geamat, going east or west to or from Woolly Bay.
Eiredd, 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.
Those who have ventured far into the northlands; beyond the Bumeal 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 for fear 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 plied 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.
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 southwards 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 southwards, but 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 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 TOMB OF HORRORS (ADVANCED DUNGEONS &DRAGONS* Module S I), the lost burial place of a lich who once ruled the morass and beyond into the cockscomb of Tilvanot.
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.
Gnatmarsh: This comprises an extensive area of very treacherous wetlands which stretch along the east bank 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 Hellfumaces, 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 demihumans fighting the evil and oppression of the Overking 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.
Artonsamay River: This is one of the longest rivers on the continent. It is naviable from Redspan Town in Tenh all the way to the Nyr Dyv.
Att River. A tributary of the Velverdyva which is navigable to small craft well beyond Littleberg.
Blackwater: A tributary of the Dulsi.
Blashokmund 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 eastwards 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 southwards 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.
Flannil 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, or barge beyond.
Fier 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 Bay. It is navigable for about half its length.
Hool River: A tributary of the Javan, broad and swampy banked.
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 southwards 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 NYT 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 Umst.
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 luz.
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 Homed 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.
Teaser 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 eastwards 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 Fier should be called the Velverdyva or not 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 to 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 the Nyr Dyv. it is navigable along its entire length, being both deep and broad. The river forms the boundary between the Homed 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 Wintershriven 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.