Angaria Geography and Its Influences on Lore (Part 3)
Oceanic regions
Being essentially a very large island, Angaria is locked in from all sides by seas and oceans of massive size and peril. Nevertheless, brave adventures and seasoned sailors use well-known or obscure waterways close to the shores of the continent to ferry goods and travellers. With great rewards comes great risks, and many ships are often lost to monsters or weather. Only the most seasoned of seafarers manage to survive beyond decades of sailing.
This is a three part series, separated into the regions of land, rivers, and seas. This article is part 3. Part 1 and 2 are here and here, respectively
Dragonwatch Gulf: (Terrain Keyword: Ocean, warm climate) This area is commonly travelled via mechanical powered barges or ships made with a combination of dwarven engineering and gnome tinkering. As a result, the gulf, though wrought with rough waters and strong currents, are an ease to travel by. While dwarves much prefer the usage of underground tunnels and highways to get from city to city, Dragonwatch gulf attract them for the reason of the rare chance to spot a dragon or two. While it is unknown if these majestic beasts live on Angaria or why they travel here, this gulf is the only place on Angaria where true dragons are recorded to appear. This draws both scholars looking to observe these creatures, and also slayers looking to be the first the claim the title of dragonslayer. Many guilds along the coast often challenge hirelings to seek out dragons as a result of such rumours.
Durak’s Leave: (Terrain Keyword: Ocean) In comparison, the rough waves of Dragonwatch Gulf, Durak’s Leave is a stretch of beach of golden sands and scenic views. In combination with the fame of tourism in the area, it is often considered a seaside getaway with its own coastal flavour of entertainment found nowhere else. Competitions and shows featuring water shows and sea acrobatics are almost a daily affair, and have often resulted in many famous or infamous names. The area was named after a cultural hero of the region, said to be a dwarf of mighty talents in the arts and performances. Durak was said to have befriended a dragon, which admired his skills so greatly that it invited him to leave to see the land of the dragons. Durak accepted, and though sorrowful to leave his family and fans behind, sang as he departed from the shores of his home city. In honour of his journey, the king of the city named the place of his leaving after Durak. Over time, many coastal cities also took up the claim, and commoners’ usage changed the name to Durak’s Leave. Ultimately, the entirely of the coast region became known by that name.
Enovi’s Garden and Enovi’s Tear: (Terrain Keyword: Ocean, cold climate) Enovi’s Garden is merely a specified region of Enovi’s Tear. While the garden refers to the stretch of sea next to the coast, the Tear is the ocean itself. As part of the Frost Strip, Enovi’s Garden is the land of glaciers, giant icebergs, and frost flowers that have remained for over centuries. Enovi’s Tear, on the other hand, is an expanse of sea that is often frozen, only to break if it means endangering travellers who dare trespass. Many rumours arise that the greediest of evil had once made use of Enovi’s Tear’s notoriety and nature to hide their treasures and artifacts deep in the ice of the sea. Others say a frozen castle, an ice temple dedicated to a long forgotten god also remain in the region, and within is also the power and wealth that could elevate one to godhood. Many have been tempted by these rumours to seek out the area, but none have ever returned to indicate their success.
Gradivas Ocean: (Terrain Keyword: Ocean) Beyond Dragonwatch Gulf and Durak’s Leave is the boundless Gradivas Ocean. Given a name that in the ancient tongue of the I meant “the Great Divide”, it is rumoured to be an ocean so wide and large that it was the separation between the world of the living and the dead. Many have sailed its way, mostly in attempts to avoid lawful detection along the dwarven coast, but also simply out of a sense of adventure. Reports of the region often speak of months on ends of travel with nothing but water until the horizon, often punctuated by violent rain and winds, as well as giant sea monsters. Fleets of pirate ships have often been reduced to a meagre dozen after braving the region, though those that do survive are often the hardiest of the lot. As a result, the Gradivas Ocean has often been a place to test ones worth of salt amongst the seasoned sailors. Those who successfully traverse the region are said to have control over the power of their own life and death.
Gulag Gulf: (Terrain Keyword: Ocean) Gulag Gulf is an area rifled with infamy not only because it is the most common route used by slavers, but also because of the rumour of mysterious forces that inflict the crew of ships with madness that results in the sinking of their own ships. Despite the risks, many slavers still roam the region, which remain outside of the jurisdiction of any of Angaria’s well-known nations. It is said that the Gulag Gulf is the aquatic criminal center, like the Splinters, are the land-base headquarters. Specific coordinates are often said to be locations where slavers meet to make trades of slaves or illegal goods. Others are said to be storage sites of stolen items. The shallowness of the region, in comparison to other oceans, makes the construction of hidden bases underwater a breeze, especially with the use of slaves.
Gulf of Pharasma: (Terrain Keyword: Ocean) With calm waters and relatively short distances, the Gulf of Pharasma is the most active of sea regions of Angaria, often used by commerce and travel between the major nations that borders it. Here, the youngest of sailors and pirates begin their training, it is often considered the birthplace of the modern seafaring cultures and practices that do not involve mechanical means found amongst most sea-faring cultures. The name of the region itself arises from ancient pyre traditions of the I, whereby bodies would be burnt next to rivers whose mouth would open into the gulf. It is said that Pharasma built a gate for the souls of the departed there, and thus all dead must enter there in order to seek the next stage of their soul’s journey, be it eternal rest, damnation or reincarnation. Today, few continue that practice, save for a handful of cities or towns. Pharasma, however, remains an important religion, especially along the coast of the gulf regardless of the nation.
Lauturen Path: (Terrain Keyword: Ocean) A stretch of peaceful sea journeyed by the famed traveller Lauturen, many myths were dispelled by what is still considered the most detailed and accurate of travelogues ever written in Angaria’s history. In tribute to the explorer, this region of the sea is named after him, as petitioned by his fellow traveller Grezlan of the Ash Oak (later Grand Cleric of Curchanus). However, as Lauturen’s era has now become history, the glamour of his route has decreased significantly. Only the incredibly curious are said to have any interest in attempting to reach the region. However, very few have reach the end of the journey, for the Morug Mountains appear to have changed significantly since the millennium that has passed when Lauturen’s Path was first travelled upon.
Nerpian Sea: (Terrain Keyword: Ocean, Mermaids) The Nerpian Sea has always been famous for its deep blue-green colour and coral reefs, and also the brilliant sea life and ecosystems that can be found in hidden corners of the region. In addition, it is also the famed sea of the merfolk. Though unlike the tales of the sailors, only portions of merfolks are in fact the beautiful and enchanting “Nerpmaids”. However, the Nerpian Sea also has its dangers. Said to be home to some of the creatures born from the time of Magic, many who attempt to reach this far out often speak of arcane mysterious and missing ships. Many say that the merfolks sing of a song that spoke of a dangerous force waiting below to capture and enslave any creature that dared to venture into its territory. So far, those who heeded the advice of the song have lived, and many who do not have disappeared.
Sirensong Gulf: (Terrain Keyword: Ocean) Sirensong Gulf is said to be the part of the Nerpian Ocean that is only beautiful in order to lure the weak-willed into danger. With coasts of sheer cliffs, sirens and other beasts are said to make their home there, often decorating their lairs with riches stolen off their prey. While many have attempted to steal the treasure back, or clear the area of monsters, more simply take its place. As such, some cultures have taken to making offerings in advance, in hopes of meeting sirens that may be most interested in the treasure than feeding on that day.
Development Notes
Much of Angaria’s geography is developed strictly for the Angaria campaign. With the exception of a few concepts such as Enovi and Nerpian Sea, most of the region and lore are the work of Sen/Kittymaverick. The Nerpian Sea was one region named during the original Etandar campaign, and so was the inside joke of nerpmaids.














