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=1= ==Siren Tower== Siren Tower was home of the mermaids until Serina died from a back-stabbing air-creature. It's five floors above water and five floors below water--not counting the sea-level floor. Secret: The air-creature is a Harpy named Khersa. She's been using the tower has home while looking for treasures. Khersa was the one that killed Serina. ==Pirate's Island== Pirate's Island is located here. It's been a haven for pirates since the beginning of the time. Pirate's Island's present pirate is the half-dragon: Capt. Zakira Oryekini. ==Pirate's Alley== A bit of ocean that pirates always use to attack ships. ==Andaur bay== The sleepy fishing village of Andaur lies in the shelter of Andaur bay, where the Feyline hills meet the sea. The bay has a gently sloped beach of brown sand and forms a natural harbour, but submerged rocks at the entrance make it suitable only for small boats. Smugglers wanting to avoid Windhook's taxes and harbour fees land here from time to time, welcomed by the locals for the silver they spend on poteen (a spirit made from potato or other root vegetables). Outside the bay, in deep water, lies the shipwreck of the Yellow Rose. ==Unclaimed 5== ==Unclaimed 6== ==Aire'ennyn== This is a massive coral fortress that lies in the waters a few miles away from the towering coastal cliffs of Jaeger's Point and serves as a border post for the sea elves who rule a small domain in the western ocean. The elves are very territorial but have been known to interact with the merchants of windhook and also to serve as guides-for-hire through the Dagger Reefs. ==Dagger Reefs== Access to the harbour at nearby Windhook is treacherous through this region, and many an inattentive captain has found his ship wrecked on the rocks that lie just below the surface. ==Harbor Approach== This is the safe passage to the Windhook harbors, avoiding the dagger reefs. The Great Desert of Ashok verges on the waters of the Windswept Sea here. This relatively constricted access to Windhook makes it an attractive area for pirates, so the Windhook governing employs a number of small, fast fighting ships to patrol the harbor approach. Still, one must always be on the lookout for cutthroats and privateers. ==The Desert Wastes== Once a fertile grassland, in recent generations the Great Desert of Ashok to the west has encroached on this area, driving out the farmers who resided here. In their place, nomad tribes now prowl amongst the dunes and wind-blown ruins of past settlement. Though occasional oases may still be found here, voyaging further west into the heart of the desert is considered a dangerous proposition. ==The Desert Wastes, Continued== The desert continues southwards here. ==The Oasis of Esau== This unnaturally large oasis is the size of a small lake and fed by several fresh water springs that spring, seemingly magically, from a series of rocky outcroppings that poke out of the surrounding desert sands. It not only serves as an important water resource for all the creatures of the desert, but is also held sacred by the desert centaur tribes. They claim that it was created millenia ago when an ancient human prophet, leading his tribesman out of captivity from the south, smote the rocky outcroppings with his staff and presented the oasis as a treaty offering between his people and the centaurs. The Desert Centaur Tribes all meet and drink from the oasis, but none may fight, however much they may hate their tribal enemies. Non-centaur races are not allowed to drink from the oasis without first gaining the protection and escort of one of the centaur tribes. This can be obtained many ways and certain merchant caravans have long standing and profitable agreements with specific tribes to allow them to use the oasis on their trips north and south...
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