Locations on the Inland Seas
The Inland Seas consists of a set of three large bodies of water. First (and largest) is the Emerald Sea, bordered by the nine nations forming the Emerald Trading Council (ETC). This is the heart of the Inland Seas region, containing a great wealth of resources, and providing easy trading access to many locations. Immediately east of the Emerald Sea is the Azure Sea, about one-fifth the size, yet of significant strategic importance, for it harbors the only water route from Khazgrîm, the capital of the Eastern Dwarves. North and west of the Emerald Sea lies the Sea of Storms, a treacherous passageway out into the Great Ocean. Few dare travel through the Sea of Storms, for as its name implies, any vessel attempting to pass through must make its way through sleet and hail, great winds, and howling gales, which buffet any vessel that tries to pass through, often smashing them against the rocks or cliff walls.
Above, an ancient map of the Emerald Sea region. In the center is the Emerald Sea, with the Azure Sea to the southeast, and the Sea of Storms in the far northwest. Outlined in gold is much of the country of Amardra, with the city of Illian at the westernmost point of the peninsula. Clockwise from Amardra: Kandonia borders the eastern Azure Sea, Kek'nyah to the south, and Kamadishi where the reddish (sideways) desert hills are marked. The island marked with red, at the southernmost edge of the Emerald Sea, holds the capital of Hal'ah. To the west (still clockwise) lie the Lo'shari Jungle, Durgrim, Nordrell (bordering the Sea of Storms), Sargath, Therin (in the north), Ordunai (bordering the northeastern islandmarked with red), Ethillien, and Celnor.
Click here to download a modern map of the Inland Seas region.
Click here to download a modern map of the Inland Seas region.
Many nations make up the Emerald Sea region. First and foremost is Amardra, the most populous and diverse nation. Settled on the eastern peninsula, and bordering the north of the Azure Sea, Amardra includes the major cities of Illian, Cobgar, Cobdar, and Khazgrim--four of the largest and strongest cities in the region. Humans, dwarves, and gnomes are the most populous races in this country, with elven settlements a rare sight. Amardra is highly modernized nation, where magic and wondrous technology are abundant. Citizens of Amardra have wide and varied interests, hobbies, and backgrounds, and the country has the greatest flow of travelers and goods of any other nation.
South of Amardra, along the east coast of the Azure Sea, is Kandonia, an old, prideful nation of farmers and fishermen that largely keep to themselves. Kandonia's small towns are rarely spoken of outside the region, and while the human residents of Kandonia are generally distrustful of elves, gnomes, and magic in general, they respect the dwarven traders that often come through their lands, and live harmoniously with the many halfling settlements scattered throughout the countryside.
Still further south, bordering both the Azure Sea and the Emerald Sea, is Kek'nyah, a land of open, rolling grasslands controlled largely by nomadic tribes of horse-lords. These tribal people follow spiritual shaman as their leaders, and largely stay out of the few cities built along the coast in their region (which are largely inhabited by traders and merchants), save to exchange goods. Further south of the plains is the massive Kamadishi Desert, a barren wasteland inhabited by few, but rumored to contain ancient ruins and vast riches... for those who can survive the journey. On the edge of the Kamadishi Desert, situated along the southeastern coast of the Emerald Sea, is only major settlement of the region: the dwarven city of Gradnim, capital of the Southern Dwarves.
The western coast of the Emerald Sea is covered by the vast Lo'shari Jungle, a densely forested realm of strange creatures and savage beasts.South of the jungle is the nation of Hal'ah, a land of ancient elven ruins and dark-skinned holy warriors, while just north of the jungle is the capital of the Western Dwarves, Durgrim. At the very northwestern corner of the Emerald Sea, bordering the Sea of Storms, is the nation of Nordrell. Its people, settled in a harsh, desolate climate, are harsh and desolate themselves. West of Nordrell is the land of Crayvar, a region so harsh and inhospitable it can hardly be called a nation. To the east lies Sargath, home of the capital of the northern Dwarves, Orgrim. Sargath, like Nordrell, is
Just south of Sargath lies the nation of Therin. Once part of an ancient Elven nation, Therin today lacks significant natural resources but boasts a more palatable climate than its northern neighbors. Building upon its Elven heritage, Therin has built its reputation on its excellent scholars, verdant countrysides, and intellectually welcoming populace. Thanks to its proximity to the Elven homeland, Therin has built up a sizable population of elves, halflings, and forest gnomes.
Its neighbor to the east, unfortunately, has a very different relationship with the elves. Founded by a rebellious, racist lord from Therin, Ordunai rests on land taken by force from the elves, and its residents make their living primarily by exploiting the elven history of the area and desecrating its ancient groves, unfortunately leading to accelerated erosion and damage. Nearly entirely human, the people of Ordunai are extremely hateful of outsiders.
Ethillien, the last remaining elven homeland, is secluded between several mountain ranges, with only one small harbor providing access to the Emerald Sea. Bordering Ordunai, Therin, and the desolate Lok'nathar mountains (beyond which like Terkryn - a volcanic land of ash and fire), Ethillien today is the heart and soul of the elven people, who no longer stray far from their homeland without good cause.
South of Ethillien (and north of Amardra) is the nation of Celnor, a country that benefits both from its proximity to the elven heritage, and the trading and economic might of Amardra. Celnor is perhaps best known for its capital, Ternia, and the magical university housed there; and its massive exports of sheep, wool, and cheese.
South of Amardra, along the east coast of the Azure Sea, is Kandonia, an old, prideful nation of farmers and fishermen that largely keep to themselves. Kandonia's small towns are rarely spoken of outside the region, and while the human residents of Kandonia are generally distrustful of elves, gnomes, and magic in general, they respect the dwarven traders that often come through their lands, and live harmoniously with the many halfling settlements scattered throughout the countryside.
Still further south, bordering both the Azure Sea and the Emerald Sea, is Kek'nyah, a land of open, rolling grasslands controlled largely by nomadic tribes of horse-lords. These tribal people follow spiritual shaman as their leaders, and largely stay out of the few cities built along the coast in their region (which are largely inhabited by traders and merchants), save to exchange goods. Further south of the plains is the massive Kamadishi Desert, a barren wasteland inhabited by few, but rumored to contain ancient ruins and vast riches... for those who can survive the journey. On the edge of the Kamadishi Desert, situated along the southeastern coast of the Emerald Sea, is only major settlement of the region: the dwarven city of Gradnim, capital of the Southern Dwarves.
The western coast of the Emerald Sea is covered by the vast Lo'shari Jungle, a densely forested realm of strange creatures and savage beasts.South of the jungle is the nation of Hal'ah, a land of ancient elven ruins and dark-skinned holy warriors, while just north of the jungle is the capital of the Western Dwarves, Durgrim. At the very northwestern corner of the Emerald Sea, bordering the Sea of Storms, is the nation of Nordrell. Its people, settled in a harsh, desolate climate, are harsh and desolate themselves. West of Nordrell is the land of Crayvar, a region so harsh and inhospitable it can hardly be called a nation. To the east lies Sargath, home of the capital of the northern Dwarves, Orgrim. Sargath, like Nordrell, is
Just south of Sargath lies the nation of Therin. Once part of an ancient Elven nation, Therin today lacks significant natural resources but boasts a more palatable climate than its northern neighbors. Building upon its Elven heritage, Therin has built its reputation on its excellent scholars, verdant countrysides, and intellectually welcoming populace. Thanks to its proximity to the Elven homeland, Therin has built up a sizable population of elves, halflings, and forest gnomes.
Its neighbor to the east, unfortunately, has a very different relationship with the elves. Founded by a rebellious, racist lord from Therin, Ordunai rests on land taken by force from the elves, and its residents make their living primarily by exploiting the elven history of the area and desecrating its ancient groves, unfortunately leading to accelerated erosion and damage. Nearly entirely human, the people of Ordunai are extremely hateful of outsiders.
Ethillien, the last remaining elven homeland, is secluded between several mountain ranges, with only one small harbor providing access to the Emerald Sea. Bordering Ordunai, Therin, and the desolate Lok'nathar mountains (beyond which like Terkryn - a volcanic land of ash and fire), Ethillien today is the heart and soul of the elven people, who no longer stray far from their homeland without good cause.
South of Ethillien (and north of Amardra) is the nation of Celnor, a country that benefits both from its proximity to the elven heritage, and the trading and economic might of Amardra. Celnor is perhaps best known for its capital, Ternia, and the magical university housed there; and its massive exports of sheep, wool, and cheese.