Region

Great Western Sea

CanonOfficial lore from the booksSSGp. 2, 10, 16, 17, 39, 43MCp. 128

The Great Western Sea lies between the continents of Caligran and Canarque. In it turns the Eye of Aquaron, an endless, boiling vortex.1

Shores, islands and depths

The Free Folk live along the sea's shores in the west of the Lands of Exile, in self-governing city-states strung along the long coastline.1

The Farr Islands lie in the Great Western Sea, a few days' sail from the cities of the Free Folk.2

The Archon Academy stands on a massive floating landmass in the north-west of the Lands of Exile, hovering above the Great Western Sea; it was isolated and placed there by a decision taken after the War of the Immortal Mages.3

Beneath the sea lies Athrokaan, an old elven city that sank into the sea during the Desolation.4

History

In the First Age, before The Desolation, there were no barriers in the Great Western Sea.5

Religious doctrine later held that the Eye of Aquaron, a barrier and a massive vortex, marked the known boundary of the sea.6

In 212 AVD, guided by the prophecies of Hilda, Skolpa led his army of northern raiders and the tamed war beasts of the North towards the Great Western Sea. His raiders burned the cities and towns of the Free Folk and cut off the connection between the Archon Academy, the Farr Islands and the Empire.7

Notes

  1. ↑BookLands of Exile: Starter Setting Guide, p. 2
  2. ↑BookLands of Exile: Starter Setting Guide, pp. 2, 43
  3. ↑BookLands of Exile: Starter Setting Guide, p. 39
  4. ↑BookMercenary Compendium, p. 128
  5. ↑BookLands of Exile: Starter Setting Guide, p. 10
  6. ↑BookLands of Exile: Starter Setting Guide, p. 17
  7. ↑BookLands of Exile: Starter Setting Guide, p. 16

Sources

This article draws on:

  • SSGLands of Exile: Starter Setting Guide(Bad Badger Games, 2024), pp. 2, 10, 16, 17, 39, 43
  • MCMercenary Compendium(Bad Badger Games, 2024), p. 128

In Great Western Sea

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RegionEye of AquaronThe endless, boiling vortex in the Great Western Sea that separates the continents of Caligran and Canarque, long held by religious doctrine to be a barrier the gods placed at the edge of the known sea.RegionFarr IslandsAn island group in the Great Western Sea, a few days' sail from the Free Folk's cities, whose tribal, seafaring people produce some of the best sailors in the realm and send chocolate and other exotic goods to the Empire.RegionCaligranThe eastern of the two great continents of Teneris, mostly desert since the Desolation, whose habitable north holds the Lands of Exile, the refuge of the surviving races.RegionCanarqueThe western of the two great continents of Teneris, a collection of fragmented lands discovered by an imperial expedition that returned in 289 AVD, and known to most imperial subjects as the New World.PeopleFree FolkThe people of the self-governing city-states along the shores of the Great Western Sea, named for their region rather than their race. Outlaws in the Empire's eyes, they elect their captains and leaders and keep their own church of Aquaron.PlaceVanishing lake of ElmA small, strangely clear lake ringed by trees in the forest near Elm in the Zincirsiz campaign, wrapped in magic touching time, which vanished at sunrise and hid beneath it a way down to an ancient stone hall.RegionBlue ForestThe forest in whose depths the Badgerfolk emerged.RegionBoundless ForestThe forest that separates the Empire from the eastern steppes known as the Yellow Sea.RegionCalinor-dal RiverThe mighty river etched into the land by elven magic in the Second Age, which forms the southern border between the Empire and the elven Da'fat Federation.RegionDark Water BayA bay where, one moonlit night, the young pirate later known as CHOMPS was bitten by a wereshark and took on the curse of lycanthropy.