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"Too often days swiftly pass / Weeping in the evening grass / There just is not enough time / Forthings you dreamt you'd do / The hours still drift by.

"Too many years, too high a cost / Too many lessons earned but lost / And still you complain all the time / Cursing the days before you / Lamentng the days gone by.

"And finally laying in your bed / Staring skyward, nearly dead / It all floods back one last time, / The chances that you left behind / But alas there's little left to do / ... but cry."

Dirimoran song

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Gazetteer > Great Seas > Dekàlan Sea


Present (653 DR) 4/3508 ER

...


Dekàlan Sea

Western Sea.  Those few surviving maps dating to the Andul Allyra period, label the great western sea toryd hirgydra (sea of the monster) for it was told that all ships that sailed into the West were devoured.  The first maps detailing portions of both the east and west coasts of the ocean were made early in the 1st century HK by Dekàlan cartographers.  The sea-spanning empire's name was often written over the sea in these early maps and was later adopted by mapmakers from Tasserus to Vulmura.

The Dekàlan Sea is notoriously difficult to navigate in the best weather and treacherous in all other conditions.  Strong winds and shifting currents vie to pull ships off course.  In the south, sudden and violent storms are common in the spring and summer months.  These storms move northward in the autumn and winter carrying heavy snows and plummeting temperatures to otherwise temperate coasts.  The most dangerous element encountered on the Western Sea are the frays, where the Tapestry has been undone.  Even without sailing directly through a fray, it is speculated that these phenomenon contribute to the erratic nature of the sea.  To combat these and other obstacles, the Dekàlans developed a series of waypoints through which their ships might safely navigate from one port to the next.  The waypoints allowed ship captains to navigate through a series of "harbors" until they reached their desired port.  For much of the Old Empire's span, these positions were closely guarded secrets.  Since its fall however, some of the waypoints have been re-discovered, mostly from ancient map fragments.  A merchant captain that knows his points can reach his destination more reliably than those that do not.

Ildûn (Old Empire)

Province of Draun.


Lanádus (Old Empire)

Province of Iráen.


Spiraci Archipelago

Falay Sazularyu.  A scattered chain of small islands in the northern Dekàlan Sea, the Spiraci Archipelago is home to the most prosperous sea-city in the world.  The islands are inhabited by small communities of Uren, Gnorm and Shul while the undersea regions are populated by a collection of Zultayan tayir.  Dwarf temperate forests and sheltered coves are numerous among the islands, making the archipelago a favorite refuge for pirates.

Notes / References
  1. Fray - an area where the Tapestry comes to an abrupt end usually resulting in releases of raw Chaos
  2. To Do: more work...

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Navigation

Gazetteer
Great Seas
Dekàlan Sea

Geography

The Gazetteer details the following regions:

Emer (The Lost Isle)
Lyrast (Ancient Land)
Tasserus (Wild Lands)
Terèthor (Uncharted Land)
Vulmura (Middle Lands)
Great Seas
Wonders of the World

The Cosmography details more "distant" locations:

Zarátam
Moons
Ethereal
Nether
Outside Lands

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Ref. PHB35 (Player's Handbook), © Wizards of the Coast
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