Welcome to Barsalyhs (Bar Saw Lis), the jewel of all planes of existence. Or so I like to think. My name is Idalen Tefab, scholar of the Southeast seas, cartographer for the royal court of Thalias, magician of high standing at the White Keep on Eridorok Vaeloth, and author of the Xarath Wars Volumes I and II. I say this not as a boast, but as a way to enlighten you, dear reader, as to my credentials when it comes to the vast amount of knowledge that I will be imparting into this manuscript.
What can I say about Barsalyhs that most of you don’t already know? Barsalyhs in and of itself is a large world, immensely large. One could almost say that it is equal parts land and sea, but I have not traveled all its length and breadth so I cannot comment on that. My specialties lie in the Southeast seas and the countries contained therein. Specifically, I speak of Terbrook (Tayr Brook), Zakour (Zay Kor), Cotlon Island, and Osibrazius (Ozzy Bray zee us) Island.
This particular manuscript will discuss Terbrook. This island nation is not half as big as other countries in Barsalyhs but was the birthplace to one of the largest villains in history. Of course, I’m speaking of Xarath (Zar ath). A brief history of Xarath and the war is contained in the manuscript only to cover how it affected the nation of Terbrook.
Reaching Terbrook is no easy feat. There are only three approachable routes by water. The first is from north to south by way of the Kyrgan (Keer Gan) Sea. The second route is from west to east or east to west by way of the Seas of Lost Souls and then north on the Kyrgan Sea. And, finally, you can travel west from the Sea of Aco (Ayko), between Thalassia and Zakour, above the Morghis Trench.
Should you decide to take the southerly route in the Kyrgan Sea, you should be warned about the maelstroms that plague the last part of that voyage. Whirlpools, some as large as Terbrook herself, will spin up from calm waters in the matter of an hour. Sometimes more than one! Many a ship has gone down, never to be found. In some of the deepest maelstroms it is said that a dark light can be seen at the bottom of the vortex.
These maelstroms were said to have been created, or at lease initiated by the warrior wizard Ghyrax (Guy Rax) who fought beside Xarath. In an effort to prevent help from arriving from Rovaria, Mirazia, and Pyrosia, Ghyrax used his magic and that of the Sauhuagin, Kua-Toa, and Locathah to create the massive whirlpools. He had a greater plan of destruction that was stopped in its tracks by the Pirate Queen Kyranda Notlesh and, her brother, the Ranger, Logallen. With a small band of Rangers and Privateers, she boarded Ghyrax’s flagship, Dark Conquest. Catching the warrior wizard unaware, the Pirate Queen and her forces engaged Ghyrax and his minions, distracting them long enough that they were caught in one of their own maelstroms.
Sadly, the Pirate Queen and her forces were also taken down in the whirlpool. It is said if you are able to see into the maelstrom dark light, you can see the outline of the Dark Conquest and the Pirate Queen’s forces still battling Ghyrax to this day, more than five centuries later.
The maelstroms exist to this day, however, spinning into existence from virtually nowhere and in any kind of weather. Research has shown that they are worse in the summer months, but no one knows why. During the winter months they are at their smallest, but they appear much faster. During the spring months they balance between size and number. During the fall is when you would have your best chance of taking the southerly route as the maelstroms are decreasing in size and slowing down. The fall months are when the whirlpools tend to be the lightest and easiest to navigate.
These maelstroms have a name. They are called the Eyes of Ghyrax, for obvious reasons. Sailors entering the south Kyrgan Sea are told, “The Eyes of Ghyrax are watching.” Or should they be leaving port and heading in that direction, other sailors will say to them, “May the Eyes of Ghyrax never fall upon you.”
Next, we move on to route number two, which is the west to east or east to west route along the Sea of Lost Souls. This sea is vast but only serves three countries: Valtaris, Apsadia, and Pyrosia. One could count Osibrazius Island, but no sea captain stops there for any reason unless he desires his entire crew to be slaves or a meal. One does also not count Zakour as there is no population along the southern edges and it is also the location of Dorhazi Point, the hottest spot in the entire world. Temperatures there reach one hundred fifty degrees during the summer months and one hundred twenty degrees during the winter months. The coldest temperature ever recorded in Dorhazi Point was one hundred thirteen degrees.
The Sea of Lost Souls is a relatively safe route if we discount the pirates, Sauhuagin, Kua-Toa, Locathah, beds of Strangleweed, and other pleasantries one finds while sailing this route. However, and I point this out as fact, sailors take this route on a daily basis when transporting freight between Valtaris, Apsadia, and Pyrosia. It is when they have to travel north on the Kyrgan Sea that they have problems. Again, these problems appear in the form of maelstroms as they have sailed right into the Eyes of Ghyrax.
Now let’s examine the third route to reach Terbrook. This passage can be considered as dangerous as the others. Not for the westerly travels along the Sea of Aco for this course is considered by some as a sheer delight what with its warm winds, pleasant weather and calm waters. No, it’s when you move into the Strait of Yonat that the trouble actually begins. The strait separates Zakour and Thalassia and is nearly twelve hundred miles long, desert on your left, jungle on your right.
Once you pass through the strait, you have a choice of paths. One slower and certainly less dangerous, but more costly in terms of wealth. The other is faster, but your journey’s end may be at the bottom of the Morghis Trench instead of Terbrook.
If you look at the map, you will see an island off the coast of Thalassia near the Strait of Yonat. This island is called Osto and is approximately two hundred miles long by seventy miles wide. It is also the home of several pirate factions, the most well known of these is the Crimson Krakens.
Should you try the safe route and take your ship between Osto and Thalassia’s coastline, you will, without a doubt, be attacked and boarded by the Crimson Krakens. They are nothing if not pragmatic and will not take everything as they know that Thalassia is considering hiring magicians to create an artificial canal near its northern borders that would service not only its own needs but of Blackmoore and Kaeloria as well. This would put the Crimson Krakens out of business. Knowing this, the pirates never take everything and have even been known to leave with only a large sack of gold and gems as a bribe.
Once you have passed the island of Osto, you can hug the coast of Thalassia and Darkmoore safely. Once you have passed the Morghis Trench you can press for deeper waters. Many a merchant vessel or sea captain has made a stop at Tevos, capitol city of the Vanjin Dwarves, on Zakour to purchase or trade for the latest in Arcanite Crystal Statues, the finest glassware, or unique magic weapons. From there, it’s a relatively straight sail directly to Terbrook. You could land in the Hyrontus capitol of Anotharion Valthoros and travel by land anywhere in Terbrook or you could travel upward around the coast in the Moon Sea and land at the capitol city of Terbrook, Thalias. Ah… Beautiful Thalias. In all my travels I have never seen a city its equal.
However, I have not covered the faster route after the Strait of Yonat. If you decide instead not to hug the coast of Thalassia and instead venture out over the Morghis Trench, oh, good heavens, the sights you will see. One of them may be your last, but what a sight it will be. A sudden fog has been known to appear as you cross above the start of the Morghis Trench. This fog can last for up to one hundred miles. Ships coming out found themselves off the coast of Zakour, hundreds of miles from where they thought they were. Still others found themselves in the middle of the Sea Wyrm breeding grounds during mating season. Those sailors, the ones that survived, told harrowing tales of swims to shore just ahead of snapping jaws and gaping maws.
Should you be fortunate enough to sail with a captain that has wit enough to bring a magic-user to keep his compass focused properly, most of your journey will be over the Morghis Trench. Once you have passed the unique fog, your journey will have sounds to astound and terrify. I have seen Kua-Toa fight Praleth to the death on the back of an enormous Dragon Turtle. I saw a giant manta ray with a Locathah rider leap from the water and soar through the air as if in flight. I watched as a pod of enormous whales breached the water simultaneously, the largest coming to crash through a caravel and splintering it to kindling. But I think the most amazing thing I have ever seen was watching a pair of enormous water giants come to the surface and, as they were about to do battle, pick up our ship and set it farther away in its journey and out of harm’s way.
I would point out that not all water giants are as polite and most would rather use your ship as a sort of bludgeoning apparatus on his opponent as opposed to moving it out of the way, but I have been, so far, blessed.
From at least a hundred miles away you can see the Kenvek Volcano. On the Peninsula where that ever-erupting volcano rests also lies the biggest cache of unique gems the world has ever seen. They’re called Wyrmcrystal and are created when a Sea Wyrm lays its eggs too close to the volcano magma flow. The magma flows over the eggs super heating the shell and forming it into a crystalline structure. The Wyrm contained within is reduced to its magic components and the egg becomes as strong as a diamond. When found, special care is taken to remove the lava rock. No Wyrmcrystal is ever cut. It is always sold or traded after cleaning and polishing, but never cut as they have magically exploded. Wyrmcrystals can greatly enhance water magics.
Once you have passed the Kenvek Volcano, you will see the island of Cotlon. Do not, for all that is holy, stop on this island. I say this in fervent hope that you listen and take heed. If you value your life, DO NOT GO TO COTLON ISLAND. That place is sacred ground to the Sauhuagen, the Kua-Toa, the Pralesh, and the Locathah. If your ship even looks like it’s going there, they will find you and kill you. N one knows what’s on the island, save for myself and five others and we are going to our graves with this knowledge. Let me just say that if you have ever wondered what it might feel like to be a piece of meat slowly turning on a spit, go there and you’ll wonder no more.
Past the island of Cotlon you are out to deeper waters, free to visit Tevos or travel straight to Terbrook itself. I hope I’ve given you a basic look on getting here. Next, we will focus on Terbrook and its many wonders.