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==The Malachite Sea== The green waters of the Malachite Sea reach out for leagues to the west, ending in Naseria's coast to the east and enclosed to the north and south by other lands. Eventually, the westward reaches open out into the expanse of the Garnet Sea, and thence can a ship reach other, distant oceans and continents. A great deal of trade and commerce runs along the sea, particularly due to the influence of the mercantile Masked Kateni city-states along its southern coast. This can also sometimes result in blood muddying its viridian depths, as privateers and raiders spar on the waves for supremacy over the flow of coin and wealth. Worse, there are powers in those depths; the sahuagin septs are few, but submarine servitors seem to have survived and thrived here, and some are sentient and mighty enough to influence events that occur on ''their'' sea. The sea is scattered with many small islands; some are home to minor communities or island nations, but many are uninhabited or home only to Dawn-era ruins. A series of immense, toppled skytowers, originally the handiwork of the Elder God Ephras, dot these islands; their half-submerged bulk makes them a great danger to passing vessels. Consistent rumours speak of largely intact Umbral ruins still standing on some particularly remote islands. Solid land is not the only feature to break the monotony of the waves in the Malachite Sea - this is the home of the weird sea-forests, great tangles of wood and branch that rise up from sheer water and which can stretch for miles of timber-floored 'island'. These sea-forests are said to be the hair of Lliras, rising from her scalp deep below the sea; above the water, the tangled timbers create an entire forest ecosystem, with only the occasional boulder tangled and lifted from the sea floor by growing trees as a source of stone. A number of sea-forests are inhabited by odd lizardman tribes; the forests tend to have an eternal layer of mist below their canopy, rendering the lower levels gloomy and slick with moisture, while over the mist there is an eruption of colour amongst both the native flora and fauna. Upon rare occasions, sea-forests have broken from their timber root-moorings and been cast adrift, eventually ending up slung ashore as an entire swathe of new woodland. ===The Wreck Shores=== Running along the northern edge of the Malachite Sea where it is closest to Carthagia, wedged between waters and Wasteland, the Wreck Shores stretch for dozens of leagues before civilised lands once again claim hold. Fierce battles that were waged in both the Wasteland and the Sea during the Dawn War (and before it) have caused this shoreline to be littered with debris and detritus of long-forgotten empires and ancient feuds. Vast, rusting hulks, toppled obsidian towers, immense dredging systems bound by broken chain-links the size of elephants... the salt-encrusted, corroding Wrecks run miles inland along shallow, flat grasslands and dunes, split by innumerable rivulets that dribble out of the southern Wastes. Despite its inhospitable nature, the Wreck Shores are an important land-based lifeline of trade from the western lands to the eastern, and a number of small, fortified communities and ports have grown up along the coast here; most are independent trade-towns, but many in the eastern reaches pay at least lipservice to Carthagia (if not outright tribute payment) in return for which Carthagian troops aid in the patrolling and protection of the Shorelands. Life clings to existence rather precariously in this region. The Wastelands occasionally cough out raiding goblins or wandering servitors; the waters themselves play host to other dangers, including tribute demands from oozing, flopping sea-beasts that communicate with their thoughts, the servitor-children of either Hashrukk or Shauku. The Wrecks themselves offer danger; rusting vessels serve as crude fortresses for bandits to operate from, while some still hold payloads or cargoes that are slowly corroding over the years, spilling out toxic or arcane materials that warp and contaminate the surrounding landscape. An entire wreck-town was destroyed only five years ago when an intrepid band of scavengers hauled a number of containment pods out of an Elder warship mostly buried in the sands; unfortunately, when opened, it turned out the contents were a weaponised servitor-species held in stasis, still fully alive and operational after the centuries that had past. Despite the desolation, the Shores do produce goods; scavenged materials are the best-known, but so are a number of seaweed-based products, strangely transmuted sands and water found in the vicinity of crumbling old wrecks. Most notable, though, are the glass shards taken from the Vitrine Streams, which are resilient and fashioned into glass-pages by Shore artisans that are highly prized in the Drakkath.
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