The Azure Sea

Harvester the 18th, AtD 5786

Scene

The Laws of The Azure Sea

Magic is rare and often dangerous in the lands around The Azure Sea. A heavy price can be paid for meddling with the mysteries of The Weave.   The world is a classic low fantasy setting. Think Robert E. Howard's Hyboria or the Drenai world of David Gemmell.   Much of the ephemeral lore is tied to that of Flaeness, the setting for the Greyhawk Dungeons & Dragons campaigns. There is an in-milieu reason for this but I am not going to divulge it here. Suffice to say the inhabitants of this world know nothing of Greyhawk. This is their world.

Cosmology

One of the most widely believed creation myths is that Procan raised the lands up from the depths of his realm as a way of gaining control over the seas. By removing the majority of those with free will from the depths to the surface, it allowed him more influence over the waves.

Principal Geography & Features

The Azure Sea is bounded on all sides by a circular strip of land. Mountains ring the outer rim of this landmass, and beyond lies The Great Deep, which none have ever voyaged across (or at least returned to tell the tale).   The western side of the continent is colder than the rest, and the further east one travel the warmer and more humid the lands become. The east of the continent is covered in large jungle.   The central sea itself is of vital importance to all who live along the inner shorelines, which is where the vast majority of civilised life exists. Trade and communication relies on the whims of the ocean.   The civilised population of lands are relatively low in number, and mainly distributed along the western shores.

Initial Active Setting

The area of The Known World is some 4.7 million square miles. Of that just over 1.5 million square miles is inhabitable land. What lies beyond is unknown.