Lots of interesting ideas sparkling here from these descriptions of his ‘wyrlds’ waters. Pirates, ghost ships, ancient kraken, maelstroms, triangles where ships disapear to never be heard from again, the Marie Celeste type things? Lots of good stuff.
This is a list and quick description of the bodies of water in my setting – The Wyrld. I know it’s, lazy but it stuck. Feed back?
The Endless Ocean
“I once sailed into the Endless Ocean. Me and ma’ mates aboard the Fallwyvern. Foolish thing to do I tell ya’. For days we was stalked by a beast until one day a great slimy tentacles came from the depths and crushed our ship in two. I drifted fer twelve days until I finally reached the shores of Norsund. There is nothin’ in that ocean but death and fear.”
-Old Grey Jenkins, former captain of the Fallwyvern
Far to the north, past the lands of Norsund, lies the Endless Ocean. Grey and stormy waters form the proverbial ‘end of the world’. Norsunder legend speaks of an ancient beast from ages past that blights the waters of the Endless Ocean, truely making it a place of death and nothingness.
The Sea of Ghosts
“They came from the sea I tell ya’!. Soggy-looking ghosts, all covered in sea-kelp, cursed creatures took my brother Pavil, he didn’t stand no chance.”
-Bim Reedheart of the Fisherman Kingdoms
Between the foggy isle of Norsund and the coasts of the Fisherman Kingdoms lies the forlorn Sea of Ghosts. A haunted and mist-shrouded sea, it is a dangerous place to both the living and the dead. In ages past, the sea-dead and the living lived in relative harmony, but as the years have piled upon each other, the sea-dead have become reclusive, and at times hostile, raiding fishing villages and draggin hapless souls into the sea.
The Teyrander Sea
“Blue upon blue and naught by sea, the cold Teyrander’s home for me!’
-Drinking cheer
A great expanse of deep, blue waters, the Teyrander is the greatest body of water in the known Wyrld. So great it is, that it is possible to sail for weeks without seeing land nor other ships. Besides the Drowned Kingdoms that rest in its heart, the Teyrander is a desolate and empty place.
The Smoldering Straights
A place of craggy stone isles, sulfuric waters, and acrid winds, the Smoldering Straights is the gateway to the Empire of Cinders that rests far to the east. Plauged by the vicious lorch-beasts and patrols from Iera, the Iron City, the Smoldering Straights is an uninviting and dangerous place.
The Shattered Sea
Deep in the heart of the tumultuous Shattered Sea lays the great Maelstrom, a hole in the Wyrld that is slowly consuming all. While the sea is slowly spinning to its doom, the water is only strong enough to pull a ship near the Maelstrom.
The Nevermar Ocean
The Nevermar is the heart of the waters of the Wyrld. It is the most widely travelled and used of all seas and oceans. Ships criss-cross the waves between Token, Harx, the Atharian Empire, Rhyll, Ib, Gammon, and many smaller coastal cities and towns. However, with all the trade and wealth sailing the waters of the Nevermar, dangers are abound. The pirates of Ib, slavers of Harx and the Atharian Empire, cultists of Gael the Sea-*****, and countless others plague the warm waters of the Nevermar.
The Belt of Oxor
The Belt of Oxor is a chain of countless islands that stretches between the shores of Token and the Lantern Kingdoms and the swampy coast between Belka and the Surelle. Within the Belt lies the city of Ib, a strange and dangerous place of lawlessness and decadence. There are no known maps that have been able to successfully navigate the isles of Oxor, the only way to traverse the Belt is to find a trustworthy guide or count on your luck and find your own way through.
The Amar Ocean
The Amar Ocean, while not as important as the Nevermar, is still essential to trade to the western edge of the Wryld. The waters of the Amar are shallow and warm, and hide many hidden dangers. Legends of ghost ships and great serpents abound. The Amar is also home to the Drifters, descendants of a long dead kingdom who live aboard great painted arks that ply the waves.
The Sigil Seas
The North and South Sigil Seas are desolate expanses of grey, murky waters. Sea-trolls plague the waters of the North Sea and dangerous and secretive race of fish-men, the Nurn, call the South Sigil Sea home.
The Golden Sea
Warm sparkling waters mark the Golden Sea. Located between the Great Southern Ocean and the Narrow Sea, which leads to the rest of the Wyrld, the Golden Sea is a peaceful and calm place, vigilantly guarded by the Reed Navy of Piratua. The Sea is also home to the rare tur clam, whose pearls are nearly priceless.
The Great Southern Ocean
A place of great mystery and even greater beasts, the Great Southern Ocean has been seen only by a handful of hardy sailors. Legends speak of sea-turtles the size of kingdoms and giant eels that stretch beyond the sight of the eyes. Another legend speaks of an ancient and arcane kingdom built entirely on an island of jade far to the south.
The Red-Stained Sea
The Red-Stained Sea marks the resting place of the slain wurm Illrithial, whose black skeleton still fills the entire sea. The water to this day is stained crimsom from the blood of the great beast who was killed eons ago.
The Feral Sea
The Feral Sea is a wild and lawless place. The galleys of Galenhart and the occasional patrol from Rigus are the only trace of civilization upon the sea. The crude barques of the Wild Kingdoms and the ruthless sailors of Gammon make the sea a dangerous place to cross.
The Bitter Sea
Located dead in the Argunum Wastes, the Bitter Sea is full of filthy water sludged with the dust and salt of the Wastes. Even though in its raw state the water of the Bitter Sea is toxic, it is the only source of it so deep into the Wastes.
The River of Hands
Built ages ago by the fallen empire that rests upon its banks, the River of Hands is a man-made canal between the North Sigil Sea and the Armar Ocean. The River is still flanked by ruined cities, ripe for treasure hunting or prowling bandits. The founders of the city of Token are said to be the refugees from this lost empire of trade and commerce, and often hire sailors, prospectors, and adventurers to explore the myriad of crumbling cities and ports.
Thiago’s Arm
Thiago’s Arm is a small sea that rests between the remnants of the Athar Empire and Barbarael. There is not much to note about it.
The Narrow Sea
Linking the Great South Sea to the Wyrld, the Narrow Sea is nothing more than a wide straight between the Nevermar and the Golden Sea. The sea is flanked on both sides by thick jungle, and there is little civilization along its shores.
The Hand of Varlax
Said to be the earth-covered remains of the ancient giant Varlax, the Hand is a set of long, rugged isles that jut between the Endless Ocean and the Teyrander Sea. A brutal clan of exiled Norsunders have called the isles within the Hand home for several generations and kill any intruders.
The Shivering Sea
The Shivering Sea is a deathly cold sea strewn with small floatsom of ice. A side from the frigid water, the Shivering Sea is guarded by strange sea-creatures that protect the Kharzan Empire along its northernmost shore.
The Imp Sea
A deceptively calm expanse of water, the Imp Sea is plagued by a multitude of strange imps and mephits who, while more misceavious than evil, delight in beguiling sailors and directing them off course. There also exists a rumor about a magical kingdom of said imps that lays deep beneath the sea within a great glass sphere.
The Sea of Cogs
Located between the Amar and Nevermar Oceans, the Sea of Cogs is littered with enormous, metal cogs and gears, some large enough that their teeth rise above the waves. There exists many rumors and hear-says about the origins and purposes of these cogs, but none have been proven thus far. The cogs that do rise above the sea often serve as make shift bases for the corsairs and pirates that prey on Token and other cities on nearby shores.
Straight of Agromis
The Straight of Agromis rests between the Shattered Sea to its north and the Feral Sea to its south. There is not much to note about the Straights aside from the Monastary of Exquisite Mourning, a strange, floating citadel that embraces sorrow and sadness.
Straight of Rhyll
The Straight of Rhyll, which lays west of the Straight of Agromis, links the Shattered Sea and the Nevermar Ocean. The city of Rhyll rests upon an island within the Straights. Like its city, the Straights are constantly plagued with rain and poor weather.
The Sea of Faces
A narrow and treacherous body of water, the Sea of Faces separates the warring cities of Gammon and Rigus. The sea is named so because of town-sized faces that are carved into both sides of its cliffed shores all along the entirety of its waters.
The Mirror Sea
A calm and smooth bay, the Mirror Sea has not seen a crested wave in centuries. On its eastern shores, the fledgling Kingdom of Ardune tries to carve out a living in the wild lands of the east. Despite the soothing appearence of the sea, rumors exist of a malevolent crab-like creature that can split a ship in two with its massive claws.
The Verdant Sea
A strange sea of kelp and algae, the Verdent Sea almost appears as a grassy plain from a distant. This sea has been explored little as most ships who venture into its tangled waves never return.
Cities and places are being completed as I feel like not being lazy.
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