Geography A-C - TSL


ASH'AINHAL DESERT

Aruitai [Desert]

While a Demon Prince's curse laid waste to central Tesh, the magics that sustained the once-fertile lands of Ash'ainhal were broken. Water drained from the land. Dry winds parched what was left, reducing the region to sandy desert once more. However, people survived, prospered even. They built some cities. Changed their way of life to suit the desert climate. Discovered new sources of water. To a degree, the desert people regained some of the civilization they once lost.

Elves share this desert with humans, though they are far outnumbered by the shorter-lived race. The Desert Elves live in the far north of the Ash'ainhal, mostly in natural canyons and caves, using their own secret sources of water. The only other place they maintain a presence is at the Ash'ainhal Oasis (for which the entire region was originally named, before the Teshian Archmagi transformed this land from desert to fertile plain). There, the Al'Sambra family nominally rules the Desert Elves and meets with the leaders of the human and half-Elven peoples to settle disputes.

The land is harsh, and those who live on it harsher. None of the desert peoples welcome outsiders. And since they know all the sources of water, keep them secret, and guard them carefully, foreigners are almost always invited guests. Giant scorpions, sand tigers, and worse roam the vast tracts of dunes and canyons. But, every so often, some lost relic of Ancient Tesh is discovered, causing a swarm of treasure-seekers to venture into the desert and die.

Notes: Econ: NA, Religion: NA, Magic: A
At least one very, very, old and powerful blue Dragon makes its home in the northern reaches of the Ash'ainhal. Every few centuries, it rouses itself (or is roused by others) and lays waste to a few Elven or human settlements.


Battleplain

Lost Tesh, Ancient Tesh [Desert, Wasteland] Asrexius (? wizard, lich?)

Once prime, fertile land at the center of the Ancient Empire of Tesh, now laid waste by that mighty era's fall and demonic curses. The Battleplain is a vast expanse of fine powdery grit, gusting winds, magical storms, bound demons, and worse. Great treasures yet lie buried here even after thousands of years. Slowly decaying spells, demons once bound in servitude, and great magics corrupted by the evil intent of wizards make this place very dangerous to travel.

Asrexius maintains permanent excavation sites over the buried cities of Tesh - cities he once walked through at the height of Tesh's power. Now his forces are steadily looting these buried tombs of magic and wealth to fuel his massive war engine.

Ancient Tesh was the greatest attainment of magic ever seen on the world of Avamor. Its reach stretched all the way to the Kathnyri Empire, and to the Trail of Tears. All that remains of its once unrivaled cities are Anryth, a few small cities in the Freelands, and Caer Shalün.


Blackwood

Blackwood Forest, Darkenwood (Elven, Dwarven) [Forest]

An isolated forest abutting the Lesser Barrier, Blackwood alone of all natural terrain has no Druids or rangers warding it. The reason is quite simple: They are afraid of it. The Blackwood, so the Druids say, is alive and aware.

No one knows the origins of this growing forest. Alone of all natural plant life, it grows into the Battleplain, slowly creeping its way into the dust, apparently thriving on the cursed ruin of Ancient Tesh. Even the Plainsriders are afraid of the place.

In more recent years, the Blackwood has expanded dramatically into the Lesser Barrier, choking away active Dwarven mines. Indeed, the Western Dwarves have lost whole settlements to unknown and unexplained attackers from within the forest. The Dwarves of Chakka-Luk have verified, through magical means, that Asrexius is not responsible for their losses.


Caldin's Gap

Barrowplain, The Sandar Tomblands, The Tomblands [Plain, Rocky]

See also: Hartland | Hellsteeth Mountains

Caldin's Gap is a very flat, level area - a break in the Hellsteeth Mountains created during the Cataclysm, millenia ago. Caldin's Gap makes trade between the eastern and western reaches of the Empire possible. The Gap is relatively featureless, save for the huge ruined barrow mounds that abound here. When the Danuel and Sandars first met in 212, a great war was fought at the Gap. The dead from both sides were buried in these mounds.

Smart people leave the barrows alone. Undead and worse exist in some, for the corpses, especially the dead Sandar, were not always laid to rest so that they would not rise again. Fewer and fewer undead are found in the Gap, however. Forces from the Grand Dutchy of Ardenia often sweep the area looking for signs of activity - usually searching for tomb robbers.


Cliffs of Sarenor

[Cliffs, Ocean]

East of Calanport, the land rises gradually but steadily to form huge white limestone cliffs overlooking a rocky natural bay. By nature and Druidic effort, a great forest of hardwoods grows above and around the cliffs, the Talgoth Forest. Calanport initially built and fortified shipyards above the cliffs and in the bay, in agreement with Druidic orders to protect the forest, cliffs, and bay. When the Kingdom of the Shattered Lands became a Grand Dutchy of the Empire of the Hartland following the Illithid War, the Empire improved on the fortifications, expanded the shipyards slightly, and used the bay as a launching point for pirate hunting patrols into the Seared Sea. The bay itself is treacherous, since all accurate maps of safe routes through the rocks were destroyed when Teshar captured the shipyards.

Now the cliffs swarm with humanoids, watched over by undead, as the Tesharans are building a fleet to keep their one port city, Calanport, safe from the Empire. The forest is suffering considerably as a result, though the Tesharans began replanting trees they cut for shipbuilding.


Corinian Forest

Shalunehr (Tesh), Harrowwood (Elven) [Forest]

See also: Empire of the Hartland

The Corinian Forest is the largest wooded area on Hybrana. It stretches nearly the full length of the plateau-like Escarpment. Most of its interior is uncharted. The northernmost reaches are infested with trolls, which keeps Elven patrols busy, while the south is home to forest goblins and other humanoids.

Caer Shalun, the Teshian-built fortress that is home to the Shin Faer Calun, works hard to keep the few paths through the forest safe for travellers going to and from the Silver Forest.