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Nyrond Gazetteer: Geographical Areas

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Map of Nyrond

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Lay of the Land

Nyrond is almost entirely surrounded by water. The Nesser-Franz river system makes up the western border with the County and Duchy of Urnst on the far banks. The Harp river divides the of Almorian lands forming an eastern border with the Kingdom of Ahlissa. The flinty hills separate Nyrond form the Bone March. Our other northern neighbor is the Theocracy of the Pale. To the south lies Relmor bay, which is the eastern part of the Sea of Gearnat.

Several large forests lie in or next to Nyrond. In the east, the Adri forest is a vast, ancient broadleaf forest that is filled with game animals and fine woods.

The Celadon Forest occupies the southwest corner of the Kingdom and is technically shared between Nyrond and the Duchy of Urnst. To the north lies the Gamboge Forest and the Phostwood. The Gamboge separates the states of Nyrond and the Theocracy of the Pale, although neither claims it. The Phostwood is shared between the Pale and the Tenh and it remains largely unsettled.

The majority of Nyrond consists of rolling hills and plains. The notable exception is the southern arm of the Rakers that ends in a band of hills called the Flinty Hills. These hills have long defined the border between Nyrond and the Bone March. Nyrond draws much of its mineral wealth from mines in this region.

A crucial part of Nyrond's famed Nesser-Franz River system; the Duntide brings goods from as far as the Flinty Hills to the capital. From Rel Mord south, the river can sustain ocean-going ships, which grant access to the markets of the south and west.

The Nesser River would be the preferred means of travel between the Nyr Dyv and Sea of Gearnat if not for the stinking mires known as the Gnatmarsh, a pathetic, blighted land only nominally claimed by the Kingdom of Nyrond.

The local climate is temperate, with moderate snowfall in the winter months. Summers in the nation's interior tend to be very dry and quite hot, with cool, pleasant evenings throughout much of the year.

Regions

Adri Forest

This vast, ancient broadleaf forest is filled with game animals and fine woods. It has shrunk in area by about half since the Great Kingdom was founded, thanks to land-clearing for farms and determined logging and woodcutting. Resources from the Adri include fine wood for shipbuilding, homes, furniture, and weapons; game animals hunted for furs, food, and trophies; gathered foods and fish from the Harp River. Excluding Innspa, the only settlement of note here is Elversford (pop. 1,000), on the eastern bank of the Harp about 85 miles east-southeast of Innspa. These foresters have antipathy for the Great Kingdom and its successor states, and groups led by rangers have begun to resist incursions by Ahlissa and the North Kingdom into the woodland. A half-dozen druidic faiths are also present, notably that of Obad-Hai, led by Archdruid Immonara, who oversees activities in the eastern Flanaess. Ehlonna's faith supports the rangers and is very militant. A legendary ancient elven city is said to lie at the heart of the Adri, in a dangerous region called the Coldwood. No elf will ever go there, or allow anyone else to do so.

Anodan Hills

The Anodan Hills stretch from Shantadern in the south to nearly 100 miles north of Wragby in the north and they fill the region from Callistor in the east to the areas just north of Wragby in the the west. Although they are a low range of hills they are quite rugged and cut by a great number of small streams creating hundreds of small valleys and hollows. The soil is reasonably fertile here but the rough terrain makes any large scale farming impossible, though small farms and sheep/goat herds dot the hillsides almost everywhere. There are probably hundreds of tiny villages in the hills but none are of any real size, and only the locals know where half of them are.

Though most of the Anodan Hills are predominantly populated by humans, there are regions in the northeast in the Duchy of Korenflass that are composed almost entirely of halflings. The people living here tend to be simple self-sufficient rural folk and there is almost no trade outside of the region except for a fairly brisk trade in wool. Mostly the people of the hills keep to themselves and don't get involved in outsider's problems or politics.

Although the hills are fairly centrally located they are in effect much more isolated. The lack of any major roads, rivers, trade routes, farming areas, or mineral deposits makes it of little interest to outsiders, though it is rumored that the smugglers in Korenflass make great use of it's rugged terrain to hide both themselves and their goods on occasion. The local population is generally not very fond of outsiders so for the smugglers who are known in the region or have relatives there it can be a great place to escape to.

Celadon Forest

The Celadon Forest is technically shared between Nyrond and the Duchy of Urnst. Whereas Duke Karll enjoys great friendships with the (generally) peaceful elves and woodsmen of the western woodlands, the situation in Nyrond now borders on civil war. The former baron of Woodwych conducted extensive logging operations in "his" lands, fermenting anti-Nyrond rebellion. The new king has provided some hope to the wood folk. Mighty oaks and elms grow here, tended by treants, sylvan elves, and small groups of voadkyn. These folk prevent the harvesting of any live tree from the forest; those humans and elves who trade with the outside world are generally herbalists. The justly famous Keoghtom's ointment is said to derive from reagents gathered here. The southwest Duchy of Urnst is well served by rangers from the Celadon, mostly human and half-elven folk trained under watchful eyes at Stalwart Pines, the only known "organized" ranger school in the Flanaess. These protectors leave the forest for a period of one year after achieving "runner" status, when the world beyond the trees tests their passions, willpower, and dedication to their common cause. During this time of testing, the rangers provide invaluable service to the nation, aiding farmers, tending to wounded animals, and keeping the roads safe from highwaymen.

Gamboge Forest

The ancient, dense Gamboge Forest lies between the states of Nyrond and the Theocracy of the Pale, though neither claims it. Some 10,000 sylvan elves, 6,000 humans, 1,500 high elves, and 3,000 gnomes make their homes among copses of bronzewood, oak, elm, and hornwood trees. These hardy folk understand the dangers of the forest -- humanoids (primarily ogres and hobgoblins) from the nearby mountains often raid woodland villages or use the forest as cover to range into the plains beyond -- and prepare accordingly, training their young in the ways of the blade and bow. Despite these dangers, the Gamboge remains a relatively peaceful haven, ready to trade wood, fruits, nuts, tubers, and the like to Nyrond and, less often, the Pale.

Phostwood

Due to the phosphorescence released by the dying trees which are uniquely indigenous to this wood, the Phostwood is one of most haunting forests in the entire Flanaess. At night, the soft glow from these phostwood trees illuminates the forest, giving it an eerie cast. Despite its appearance, there is little evil here. Pholtan monasteries dot the eastern edge and Flannish woodsmen comfortably explore the northern fastness. The wood is shared between the Pale and the Tenh, though it remains largely unsettled, save by elven tribes who keep to the forest's heart. Renegades and refugees from the Bandit Kingdoms use the forest as a convenient place to hide from their pursuers.

Flinty Hills

The southern arm of the Rakers ends in a band of hills that has long defined the border between Nyrond and the Bone March. Those living within the Flinty Hills can be divided between those two powers and a third faction, a group of autonomous gnomes in the east, who fly the banner of Gnomeking Warren ap'Hiller. Nearly 20,000 gnomes inhabit the entire range (those in the west swear fealty to King Lynwerd), living in peace with perhaps 4,000 human tribesmen (who swear allegiance to no one) and smaller numbers of dwarves and halflings. The southern hills are infested with Bone March humanoids. Wood elves from the Gamboge live in peace with the demihumans of the forested hills of the north. Nyrond draws much of its mineral wealth from mines connected by road to the city of Womtham.

Sea of Gearnat

The Sea of Gearnat is a long, curved bay whose two ends have separate names: Woolly Bay on the west, and Relmor Bay on the east. Because ships have sailed here since the Wild Coast and Pomarj were settled centuries ago, superb navigational charts exist for the whole area. The Gearnat was once known as the Sea of Yar, after a famed Suel explorer who proved to be an enemy of Aerdy expansion (hence the name change to honor the head of a Rauxes navigation school when the Great Kingdom came to rule here). The Gearnat is fed by three major rivers, two of which (the Selintan and the Nesser) allow shipping deep into the interior of the Flanaess, to the Nyr Dyv and beyond. The third river, the Harp, is little used at present for shipping, as it is the border between two potentially hostile states (Nyrond and Ahlissa). The Gearnat is lashed by storms during the spring and autumn, and ships cross then at considerable risk. The Straits of Gearnat, between the Pomarj and Onnwal Peninsulas, are open to shipping despite pirates from the Orcish Empire and hostile Scarlet Brotherhood ships from Scant, which enforce the collection of a much-hated toll for "safe passage" (received by "neutral" Lordship representatives on anchored vessels). Numerous warships from Greyhawk, Hardby, Nyrond, Irongate, and other states patrol this region.

Relmor Bay

The eastward branch of the Sea of Gearnat is Relmor Bay, long the battleground for the semi-united fleets of Almor, Nyrond, and Onnwal, versus the naval squadrons of old South Province. Warfare was almost constant here from 579 to 584 CY, during the War of the Golden League and Greyhawk Wars. Nowadays, Nyrond is the sole major power here, projecting considerable naval force from Mithat (primarily), Oldred, Wragby, Shantadern, and Nessermouth. However, Ahlissa fully intends to sail this sea again with newly built squadrons from the infamous port of Prymp, and the bitter rivalry and conflict could easily be reborn.

Duntide

A crucial part of Nyrond's famed Nesser-Franz River system, the Duntide brings goods from as far as Womtham and the Flinty Hills to the capital. From Rel Mord south, the river can sustain ocean-going ships, which grant access to the markets of the south and west.

Fairwind Coast

Franz

Marking the border between Nyrond and the County of Urnst, the Franz river is navigable from the Nyr Dyv to the merchant city of Trigol. North of the city, and in its waters, as well, shallow-bottomed river boats play home to the wealthy and unscrupulous alike. In former times, this border was hotly-contested; a number of old keeps, many of which are ruined, line either bank.

Harp

With hidden headwaters deep in the Rakers, the Harp forms the eastern border of the autonomous realm of Knurl, within the Bone March. Some distance south, the river deepens, and is navigable all the way to the ruined city of Chathold, which is in fact partly flooded by the river thanks to an intentionally collapsed bluff nearby.

Gnatmarsh

The Nesser River would be the preferred means of travel between the Nyr Dyv and Sea of Gearnat if not for the stinking mires known as the Gnatmarsh, a pathetic, blighted land only nominally claimed by the Kingdom of Nyrond. Though as unpleasant as any swamp, the primary bane of would-be travelers is simple: insects. High grasses and reeds hide hatcheries of stinging bugs, both mundane and giant. Completely bloodless corpses are found floating in the reeds from time to time, leaving many to give thanks that the larger varieties are relatively rare. Desperate folk willing to brave the inconvenience of minor bites and the possibility of complete desanguination travel the marsh on flat-bottomed boats, fishing, trapping, harvesting and every once in a while, picking the pockets of the bloated dead. A coven of witches is said to dwell at the center of the swamp, but their leader, the so-called Weird of Gnatmarsh, has not been seen since her defeat at the hands of the archmage Warnes Starcoat, many years ago.

The Rent

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