Geography of Feyworld

From FeyworldWiki
Jump to navigationJump to search
The printable version is no longer supported and may have rendering errors. Please update your browser bookmarks and please use the default browser print function instead.
The Known World
The Known World

The world of Baltheron is known to possess at least three continents, situated around the Betshaban Ocean. The continent of Duria lies to the northeast, Aurea to the northwest and the continent of Gallorea across the south. There are rumors of other continents to the east and south, but there are no truly reliable reports of travelers reaching those lands and returning to tell the tale.

Baltheron is about 60% larger than our own and the known world spans from arctic climates to the Equator, which runs just along the southern shores of Gallorea. The northern hemisphere, at least in the known world, tends to be a bit more temperate than our own world, with only a few rainforests along the southern side of Gallorea and a thin band of taiga along the northern continents.

The tallest mountains are in the Peaks of the Wyrm in southeastern Gallorea, though very few, if any, travelers have found the mystic peaks that rise so high to the firmament. The largest swamp is Vagorosh along the southern shore of Gallorea and the longest mountain range is a combination of the Janos Mountains and the Hshron Mountains. The largest forest are the forests of Ywys on the cold northern shores of Aurea.

Volcanic activity tends to be rare; there are volcanoes on the islands of Tamerynd, Stormward and Harshwind near Duria. The Greenmist Mountains and the Peaks of Dreg'nor have several active volcanoes. There have been volcanoes elsewhere, but scholars believe that most of those were the result of magical or even deital intervention.

Baltheron's crust tends to be cracked and honeycombed with extensive tunnels and caverns, particularly in mountainous regions. There are six regions that are particularly porous, each of which is inhabited by a dwarven kingdom: Derlos beneath the Cambrecian Mountains, Eisenhallen beneath the Paelusian Mountains, Gundag beneath the Divian Mountains, Nuithone beneath Valtaan, Unterreich deep beneath the Antasian Mountains and Valdal beneath the Janos Mountains (which also now claims Valduran on the surface as part of its kingdom). Somewhere, now lost even to the dwarves, is the ancient kingdom of Karazan. There are rumors of other places beneath the surface that have extensive cavernworks, some of which are inhabited by strange sentient creatures, some by even more terrible monsters or even dragons.

Continents

Aurea

Original article: Geography of Aurea

Aurea is the second largest continent in the known world on Baltheron. Prevalent winds tend to come from the west, with cold winds blowing southerly in the northern reaches and warm winds blowing northerly in the southern regions. The northern coastlines are primarily taiga, particularly in the western reaches, including the Plains of Tazgrat and Kadach. Central Aurea is dominated by deciduous forests and open grasslands, which become chaparral along the southern shores.

The Challieann Mountains is the longest mountain range on the continent, though the Antasian Mountains are taller. The only other range is the frozen Reg'thul Peaks in the northwest. The world's largest forest lies along the northern coast, in Ywys and into the Challieann Mountains. Several other large forests dot the continent, though only the Greywood and the Glistening Weald on the Anclean Peninsula are known to be inhabited by elves.

Aurea is bordered by the Betshaban Ocean to the east, the White Ocean to the north, the Eternal Ocean to the west and the Aebasan Ocean to the south. Numerous small seas provide deep harbors, including the Aurean Sea, the Tangar Sea, Sonat Bay, Tanos Bay and the Valtaani Sea. Four large freshwater lakes, called The Brothers separate the bulk of the continent from the wilds of the northwestern regions.

The island of Dresta is generally considered a part of Aurea, as is Valtaan and the Green Isle in the far north. Two dwarven kingdoms lie beneath Aurea: Nuithone beneath Valtaan and Unterreich deep beneath the Antasian Mountains. The dwarves of Unterreich have very little contact with the humans above, despite the restoration of the Treaty of Gundagor. It is unknown how much contact the dwarves of Nuithone have with the human raiders who live on the surface of the island, though there are rumors that their kingdom spans under the Valtaani Sea and has gates hidden somewhere in eastern Donnagh Saoristat.

Duria

Original article: Geography of Duria

Duria is the smallest of the three known continents, forming a triangle between the frigid White Ocean, the Betshaban Ocean to the southwest, and the Endless Ocean in the east. Prevalent winds generally coming from the west in the north and from the east in the extreme south. Wind patterns are heavily affected by the two large mountain ranges on the continent, with the Divian Mountains keeping the frigid northern winds from cooling the fertile lands south of it and the Cambrecian Mountains keeping the winds mild in the south. Lun Dorak, however, is generally unprotected and periodically experiences violent tornados, particularly during the spring stormy season.

The vast Divian Mountains are the highest mountains on the continent, with frozen peaks throughout much of the range. The Cambrecian Mountains in the south tend to be warmer and lower, as if age has eroded its once-sharp peaks. The only other mountains of any particular size are the Sapphire Mount in Lun Dorak and the Tamerynd Plateau on the island of Tamerynd. Duria is peppered with numerous woods, most of which were inhabited by elves at some point. The Webwood in the far north, has one of the largest concentrations of elves outside the elven homeland of Elarean, though their numbers were greatly reduced when the orcish horde burned most of the southern woods after the Mage War at the conclusion of the Third Age of Man.

Divia is bordered by several seas: the Valtaani Sea, the Pirate Sea and the Maroshan Sea along its southwestern shores. The Sea of Blades, the largest freshwater lake in the known world, dominates the northeast, emptying into the Endless Ocean through a strait called the Maraudine. There are several islands of various sizes considered part of Duria, from the frozen Trollstova Islands in the north to the Black Isle, Stormward Isle, Braregia, Tamerynd, Harshwind and Marosh in the Pirate Sea.

Gallorea

Original article: Geography of Gallorea

The vast continent of Gallorea is the largest and warmest of the three known continents on Baltheron. Winds tend to blow southerly and to the west, though wind patterns along the southern shore tend to be very mild at best, making wind-based sailing along the southern shores a dicey proposition at best. Vast, open grasslands tend to dominate the central areas of the continent, with chaparral on the northern shores and deciduous forests giving way to tropical rainforests in the south.

The Eternal Ocean lies to the west of Gallorea, with the Great Southern Ocean to the south, the Endless Ocean to the east and the Betshaban Ocean to the north. The Ygarlsed Sea and the Aebasan Sea lie along the northern coasts of the continent, while the Galek Sea and the Gray Sea dominate the central southern region. The largest swamp in the world, Vagorosh, lies along the southern shore, near the legendary Dragonlands.

The jagged Janos Mountains, the tallest mountains in the world, divide central Gallorea from eastern Gallorea. South of the Janos range, the Hshron Mountains and the Dreadspire Mountains cut off and protect the legendary homeland of the elven race, Elarean. Between the Dreadspire Mountains and the Peaks of the Wyrm lie the only known deserts, The Sands of Dawn and the Sands of Night. Western Gallorea is home to the ancient and mysterious Greenmist Mountains, the orc-infested Peaks of Dreg'nor and the rocky defiles of the Paelusian Mountains.

There are two dwarven nations under Gallorea: Eisenhallen in the west, deep beneath the Paelusian Mountains and Valdal in the east, beneath the Janos Mountains (with a colony on the surface, Valduran).

Ecology

Original article: Ecology of Feyworld
World Ecology Map
World Ecology Map

Bodies of Water

The Aebasan Ocean

Original article: The Aebasan Ocean

The Aebasan Ocean lies between Aurea, western Gallorea and the island of Dresta, including the Tangar Sea. The primary current is a strong warm current that flows from the Eternal Ocean in the southwest that meets a weaker, colder current flowing from the northwest, before merging with the Great Betshaban Drift in the Betshaban Ocean south of Ganesia. Winds in the southern region tend to blow in an easterly direct, winds in the north westerly. Therefore, oceanic travel northward typically takes a westerly route near Dresta or following the northerly currents in calm winds. Travel south is substantially more difficult without a strong wind to fight the northeasterly currents. There are some heavy storms and the rare hurricane that hits Medalia and Camaria in early autumn.

The warm waters in the southern reaches of the ocean are known to be populated by Tritons and a variety of sea giants, making travel in the deep oceans dangerous, though most of the threats are at least semi-intelligent, if territorial, and can generally be negotiated with when conditions are favorable.

The Betshaban Ocean

Original article: The Betshaban Ocean

The Betshaban Ocean lies between the continents of Aurea, Duria and Gallorea and includes the Pirates' Sea and the Maroshan Sea near Duria and the Yglarsed Sea on the Gallorean coast. The ocean is dominated by the clockwise Betshaban Stream, which is fed by warm waters in the west from the Aebasan Ocean and warm waters from the Endless Ocean in the east. The Betshaban Stream tends to cool somewhat along the Durian coast, feeding into the Endless Ocean south of Danas. Prevailing winds in the southern Betshaban Ocean tend to move from the east, with the current, making westerly travel particularly easy for most ships and easterly travel extremely difficult. In the northern reaches, winds tend to move from the west, also with the current, making travel from Aurea to Duria particularly easy, though the converse more difficult. The currents and prevailing winds create a large calm area southwest of The Island of Tamarynd known affectionately as "Betshaba's Bosom". Ships who drift into Betshaba's Bosom are rarely heard from again. The northern reaches of the Betshaban Ocean are known for its legendary storms, particularly in autumn and winter. Hurricanes are a constant threat during the storm season, particularly along the Aurean coast and the northern Pirate Isles.

Though all oceans are claimed by Betshaba, the Betshaban Ocean is, obviously, considered particularly blessed (and cursed) by the Wave Queen. Though the Pirate Sea is considered by many to be appropriated by her greatest enemy, Taltos, the Deep Dweller. Most aquatic creatures, monstrous and sentinent, can be found in the Betshaban, though the most legendary creature known to travel Betshaba's ocean is the Leviathan, an impossibly huge whale said to be her personal eyes and ears in the mortal realm.

The Endless Ocean

Original article: The Endless Ocean

The Endless Ocean lies to the east of the known world and is considered the eastern edge of the world by most. Known currents move predominantly northward, with a major warm current entering the Betshaban Ocean north of Haleland on the northeastern shores of Gallorea, forming the Betshaban Stream. The Betshaban stream cools substantially before re-entering the Endless Ocean just south of Danas, on the southern shore of Duria. The main current turns eastward once it reaches the easterly currents of the White Ocean.

The Endless Ocean is a place of legend and a source of fear for sailors who ply her waters, almost always hugging close to the shores. Fantastic creatures, all of which seeming to consider air-breathers a delicacy, ply her deep waters. The island of Kesh hangs off the eastern shores of Gallorea, the only known island in the Endless Ocean. Rumors are heard from Kesh traders of another continent to the east across the trackless waves, but most scholars consider these rumors little more than foundless myths.

The Eternal Ocean

Original article: The Eternal Ocean

The Eternal Ocean lies to the west of the known world. It has two known currents. The colder, northern current flows south, bringing cold waters from the White Ocean south along the western Auric coastline, feeding cold water into the Aebasan Ocean through the Tangar Sea. The warmer, southern current moves warm water north along the western shore of Gallorea, an stream feeding warm water into the Aebasan Ocean before the main current cuts west into the trackless sea.

There are no known land masses in the Eternal Ocean, nor even rumors of such. It is rumored that the Eternal Ocean literally goes on forever, though scholars knowledgeable about geography point out the world being round makes that theory little more than ignorant myth. Like the Endless Ocean in the east, the Eternal Ocean is home to numerous monstrous creatures of legendary size, some of which wander close enough to the continents to terrorize shipping.

The Great Southern Ocean

Original article: The Great Southern Ocean

The Great Southern Ocean lies south of the continent of Gallorea and is dominated by a strong western current. This current whips into the Gray Sea, though it bypasses the Galek Sea. Winds tend to be extremely calm in the Great Southern Ocean, making travel by sail extremely difficult. Despite the lack of travel, there are rumors of a vast continent to the south covered in intractable forests and peopled by black-skinned humans who worship a ferocious serpent-god.

The White Ocean

Original article: The White Ocean

The cold waters of the White Ocean lie north of the continents of Aurea and Duria. It is dominated by a sluggish eastern current that dips into the Valtaani Sea before moving northward back across the northern Durian continent. Some parts of the White Ocean freeze over, particularly the portions north of the eastern half of the Durian continent, sometimes freezing all the way to the shoreline. The late spring and early summer tends to be a very dangerous time to travel in the White Ocean as huge icebergs break off the ice pack and flow southward.

There are very few monstrous creatures known to live under the waves of the White Ocean, though much of it is patrolled by Valtang raiders, making mercantile travel dangerous even in warmer seasons.

Deserts

The Sands of Dawn

Original article: Sands of Dawn

No information.

The Sands of Night

Original article: Sands of Night

No information.

Forests

Bartik Wood

Original article: Bartik Wood

The frozen Bartik Wood lies in the extreme north of the Divian Peninsula on the continent of Duria, bordered by Norlund to the east and the ruined wastes of what was once northwestern Koramia to the west. Bartik Wood is a boreal forest, with elk and caribou being the largest game in the region. Small game are plentiful, particularly foxes and rabbits, though there are some wild boar and goats in the hilly southern reaches of the forest. Seal and walrus are abundant on the rocky northern coasts of the White Ocean.

Much of the eastern edge of the forest is heavily harvested by the humans of Norlund, mainly for building materials as the rest of Norlund tends to be somewhat bare of wood strong enough to be used in construction. Though there are some hobgoblin tribes lurking in the western and northern reaches of the forest, they rarely wander far enough east to come into conflict with their human neighbors. There are rumors of giants living deep within Bartik Wood, though there have been no reliable reports of giants in the region for generations.

Bloodwood

Original article: Bloodwood

Remote and semi-legendary, Bloodwood lies on the northern peninsula of the Island of Drallia. Those who are even aware of its existence believe it to be infested by goblin and troll tribesmen scurrying in the strange, overgrown ruins of some long-forgotten empire.

Dracian Wood

Original article: Dracian Wood

Though settled and worked by the peoples of both Dracia and Drussa, the Dracian Wood still has its primeval depths, where the forest itself seems unwelcoming to human intrusion. Rumors persist of all sorts of creatures inhabiting these wilds, from wolves that can take the shape of men to giants living off the forest to sentient trees standing watch for some unknown cause. Local villagers, of course, are more than willing to embellish these stories to keep outsiders from stealing the natural resources they rely on.

Farnham Wood

Original article: Farnham Wood

Nestled in the northeastern Calmerian Marches on the continent of Duria, Farnham Wood has long stood as a bulwark between the Gaelish clans of the Marches and the depredations of the Magocracy of Lun Dorak to the east. Farnham Wood is a magical place, viewed with reverence and awe by the Gaelish clans and decried as a place of wild, dangerous magic and Otherworlders by the Dorakians. Though all forests have at least some Fey activity, Farnham Wood is considered to have the strongest connection to the Fey. Legends suggest that there are no small number of Fey hill forts and portals to Otherworld scattered throughout the wood and more than a few unwary traveler has entered the wood never to return (or to return a century later, believing himself to have been gone for only a day).

The Great Northern Forest

Original article: Great Northern Forest

Great Northern Forest info.

Greywood

Original article: Greywood

Forming a formidable border between Murgosia and the nations of Dreluria and Anclea, the Greywood contains a small enclave of elves who have long been friendly to their human (and, as a result, half-elven) neighbors to the south. Though humans are still unwelcome in their sacred groves, the elves of Greywood tend to be much less xenophobic than their kin in the Glistening Weald. Recent deforestation by the Murgosh in the northern reaches of the forest, however, may change their attitude or, at the least, lead to an alliance between the elves of the Greywood and their neighbors to the south, who are no friends to the Murgosh.

The Imperial Forest

Original article: Imperial Forest

Imperial Forest info.

Karian Wood

Original article: Karian Wood

Once part of the Gadoran Wood, the Karian Wood has been reduced in size from centuries of deforestation by humans in the region. Though there are some remote villages cut off from the rest of the nation during the Dark Times, the human nation of Karony has resumed its harvesting of the wood to build a grand navy to protect shipping in the region from Camarian pirates.

Mistwood

Original article: Mistwood

Situated south of the Sea of Blades and east of Enesia on the continent of Duria, Mistwood is believed to be an ancient haven of elves, though there are no reports of contact with the elves of the Mistwood for centuries, even among other elven nations. Though the forest is primarily an old, mixed temperate forest, there is relatively little harvesting along its western edge, despite the proximity of several villages to the forest. Most of the humans of Enesia have an almost religious reverence for the forest and many stories would indicate that it is haunted, though no one seems to know what event may have lead to such a preponderance of spiritual activity.

The forest is often shrouded in a dense fog that seems to descent from the Cambrecian Mountains to the south, which sometimes encroaches on the grasslands east and west of the forest. There are legends of "something" living in these thick mists that will take away the unwary traveler and even a rumor that some time in the ancient past, an entire town disappeared to the fog.

Volasci Forest

Original article: Volasci Forest

Volasci Forest lies in northern Cambrecia in central Duria. It is primarily a mixed temperate forest, with broadleaf trees predominant in the western lowlands and conifers more present in the eastern highlands. The forest was relatively tamed by humans by the end of the Third Age of Man, with several logging communities throughout, though the chaos of the Dark Times has left many of those communities empty or cut off from civilization and the forest has reclaimed much of the land that was once cleared. Reports of hobgoblins and giants migrating down from the mountains also suggests that Volasci Forest has become much more forbidding and dangerous.

There are more recent rumors that suggest a mysterious group of people identified as druids have formed a community somewhere deep within the Volasci forest and have allied with some giants in the area. Traders skirting the northern reaches of the forest have reported seeing giants lugging huge stones quarried from the Cambrecian Mountains that some scholars suggest are for a new Great Henge deep within the forest. It is unknown if these druids are allied with the Great Henge of the Calmerian Marches or if they are a break-away sect seeking to establish their own Archdruid.

The Webwood

Original article: Webwood

The mysterious Webwood lies north of the Sea of Blades, east of Illyria and Dakra and west of Vor Midal. The forest is primarily boreal in the north, though the forest quickly shifts into a temperate broadleaf forest in the south, where the cold northern winds have less sway over the climate. Elk and caribou are fairly common in the north, particularly along the edges of the forest, near the grasslands of Illyria. Walruses are common along the rocky northern coast and whales are often seen near the coast in the summer months. The southern forest is dominated by great grizzly bears, usually found along the floodplains of the Danural River, and hives of giant spiders along the forest edge that give the forest its name. These giant spiders are the apex predators of the Webwood... wolves are extremely rare and there are rumors that those wolves who did live in the Webwood were

The Webwood is one of the remaining hereditary territories of the elves, though the forest itself was almost wiped out in recent memory. After the defeat of Lun Dorak at the conclusion of the Mage War, the orcs of Vor Midal turned on their allies and began a conquest of the Divian Peninsula. Unfortunately, the elves of the Webwood were directly in the path of the orcish horde. Much of the forests south of the Danural River were burned as the horde moved through and most of elven civilization in the Webwood was destroyed. Many of those elves who survived began a diaspora into neighboring human nations that were at least semi-friendly with the elves. Though some stalwarts remained in the Webwood and have worked to regrow their ravaged woods, it is generally believed that about three fifths of the surviving elven population chose to leave their ancestral lands and have yet to return.

Mountains

The Antasian Mountains

Original article: Antasian Mountains

The ancient and towering Antasian Mountains split east central Aurea. Even though the range was once claimed entirely by the Great Empire, except for four major passes through the range, the Imperials never truly tamed the deep valleys and high mountains. Recently, giants and their goblin slaves have been raiding the foothills on both sides of the Antasian Mountains. Some believe these raids are highly organized over relatively vast distances, suggesting that some ruler has risen among the giants there, preparing to send his armies into the lowlands of Aurea to ravage the isolated human communities in the foothills.

Deep beneath the sharp peaks of the Antasian Mountains lies the dwarven nation of the Unterreich. Unlike other dwarven Kingdoms, the dwarves of the Unterreich remain isolationists, despite the establishment of a treaty between humans and dwarves in the waning years of the Third Age of Man and the only contact with these dwarves are through the criminals that they exile to the surface world.

The Black Mountains

Original article: Black Mountains

No information.

The Challieann Mountains

Original article: Challieann Mountains

The rolling, frozen Challieann Mountains cut through northern Aurea, diving the Gael lands to the north from the formerly Imperial territory to the south. Much of the Challieann Mountains are inhabited by Gael clansmen considered savage and strange even by their kin in the lowlands to the north. There are a few pockets of goblin tribes in the south of the range and a few isolated orcish settlements in the deep valleys of the northern part of the range, remnants of the orcish horde that ravaged the region late in the Third Age of Man. Deep, glacial valleys among the northern peaks are believed to be inhabited by strange, blue giants who somehow survive in the frozen wastes that neither man nor orc even tries to settle in.

The dwarves of the Kingdom of Nuithone have deep mines beneath the Challieann Mountains and have recently opened a route into the western extent of the range, establishing the colony of Schweinholz on the surface world.

The Cambrecian Mountains

Original article: Cambrecian Mountains

The Cambrecian Mountains rise sharply in central Duria and run southward towards the the Endless Ocean. They are substantially higher and rockier than the more northerly Divian Mountain range, averaging about 12,000 feet about sea level. The Throne of Balthor, the tallest mountain on Duria, rises over 15,500 feet into the sky. Much of the surface of the Cambrecian Mountains are wild, with giants, goblins and strange creatures lurking in its deep valleys. In contract, the dwarves of the Kingdom of Derlos have built expansive caverns and cities beneath the mountains, with a large fortification dominating the one known pass through the mountain chain. There are rumors of other dwarven settlements on the surface, though few human scholars or merchants are willing to brave the wilds of the mountains to confirm these rumors.

The Divian Mountains

Original article: Divian Mountains

The rolling mountains that bisect the Divian Peninsula on the continent of Duria.

The Dreadspire Mountains

Original article: Dreadspire Mountains

No information.

The Greenmist Mountains

Original article: Greenmist Mountains

No information.

Hshron Mountains

Original article: Hshron Mountains

No information.

The Janos Mountains

Original article: Janos Mountains

No information.

Paelusian Mountains

Original article: Paelusian Mountains

No information.

Peaks of Dreg'nor

Original article: Peaks of Dreg'nor

No information.

The Peaks of the Wyrm

Original article: Peaks of the Wyrm

No information.

Swamps and Wetlands

The Black Swamp

Original article: Black Swamp

The Black Swamp in central Aurea is a long stretch of swampy forest between Waldavia and southern Murgosia. The humans who live in the Black Swamp refer to themselves as Szarne and speak a dialect of Murgosh that is almost incomprehensible to the Murgosh themselves. The Szarne tend to be highly territorial and superstitious, though few have reason to risk the mires of the Black Swamp to bother them overmuch.

The Dragonmire

Original article: Dragonmire

The Dragonmire is a large swamp that lies between the elves of the Webwood forest and the orcish grasslands of Vor Midal. Legend claims that a dragon was slain by orcs somewhere deep within the mire and that its undead form still haunts the crooked trees and stagnant water. There are also rumors that the Dragonmire was once a shallow lake that was somehow drained into the depths of the world.

Frostmire Swamp

Original article: Frostmire Swamp

Located north of Ciritasnia on the northwest coast of the Divian Peninsula on the continent of Duria, the Frostmire Swamp is the frigid delta of the Galforth River where it spills into the Valtaani Sea. Despite being frozen for almost half the year, the Frostmire quickly floods in the summer as glacial melt in the Divian Mountains swells the banks of the Galforth, often changing its course in the delta.

The swamp is dominated by birch and alder (which look much like skeletal hands grasping at the grey northern sky in the winter), with some spruce along the northernmost shore. Most of the local game are small, such as rabbits and foxes, though caribou are not uncommon in the northern months. Since the defeat of the orcs of Vor Scheral, small herds of wild Midalan horses sometimes wander into the areas of the Frostmire that border the surrounding grasslands. When the orcs of Vor Scheral first defeated the Koramians of the region, there were no real predators in the Frostmire, but worgs have been lurking in the depths of the swamp since they were abandoned by the orcs' hobgoblin cavalry.

There are rumors that there was once a city deep within the Frostmire, before the orcs came after the end of the Mage War. It was protected from the chaotic changes of the Galforth by great levees and is rumored to protect the treasures and secrets of the Third Age of Man. None are known to have ventured into the Frostmire since the dawn of the Fourth Age of Man, though most presume the city was consumed in the cold, frozen grip of the Frostmire.

Vagorosh Swamp

Original article: Vagorosh Swamp

No information.

Veloktoi Swamp

Original article: Veloktoi Swamp

No information.

Zaralan Marsh

Original article: Zaralan Marsh

A large saltwater marsh on the southeastern shores of the Sea of Blades, Zaralan Marsh was long a hiding place for rebels and escaped criminals from Lun Dorak. After the conclusion of the Mage War, in which the refugees of Zaralan provided some assistance in defeating the Mage King Lucasa, the rebels formed the nation of Stenoa on the plains to the west of Zaralan Marsh, using the tangled swamplands as something of a physical buffer against the Dorakian armies. The swamps today are even more dangerous than in ages past, with some independent raiders still trying to eke out an existence on the salty wetlands, fighting against the terrible creatures (some of which created by Dorakian mages) that lurk in the deeper recesses of the swamp.

 
This article is part of the Feyworld Sourcebook

Introduction ·  Geography ·  History ·  Culture ·  Races ·  Magic ·  Religion ·  Rules

Geography of Feyworld

Bodies of Water · Deserts · Forests · Mountains · Swamps