North to South
The Orm'del Sea is the name of the great central ocean of Idalos. It stretches from the frigid northern waters surrounding the mysterious peninsula city of Valaris, north of the island kingdom of Rynmere and its capital city of Andaris, to the northern coast of the great southern continent. This ocean is also referred to as "The Meridian Main" in some cultures, though this can also specify only the middle portion.
Running between the two primary continents, it is then considered to be bordered on its east side by the island kingdom of Yithiral, with its capital city of Ivorian. The sea that swings around the east side of this island is not considered to part of the Orm'del Sea. Some cultures refer to this as the Crescent Sea, due to its overall shape.
It then passes south, being considered to stay east of Strosdyn Island, a stronghold of Sev'ryn culture. The sea that stretches to the west at this point is commonly called the Sea of Desolation. There is no strict longitude considered to mark the exact parameters of the width of the Orm'del Sea from here on, but basically its border runs due south from Strodyn on the west and from the island chain that extends from the tip of the Crescent Peninsula, where lies the Avriel city of Athart, the "City of Slaves", on the east.
The sea that lies southeast of the Crescent Peninsula is commonly referred to as the Sea of Oscillus, that island nation being the most prominent feature of that part of the world. The Naerikk city of Augiery also lies within the scope of the Sea of Oscillus, but their choice to remain hidden has resulted in their city being excluded from having a place in the name of this sea. Chances are that the world would not choose to name this sea after such a cruel and predatory culture anyway.
As stated above, this southern portion of the Orm'del Sea has no extensive land masses serving as borders on the east and west. There is a clear land border to the south however. The great southern continent serves as the southern border for this ocean, as well as being partial borders for the seas to the east and west of the southern Orm'del Sea. The cities of Desnind and Niomyr sit within the scope of this continent and look north to this long expanse of ocean.
Running between the two primary continents, it is then considered to be bordered on its east side by the island kingdom of Yithiral, with its capital city of Ivorian. The sea that swings around the east side of this island is not considered to part of the Orm'del Sea. Some cultures refer to this as the Crescent Sea, due to its overall shape.
It then passes south, being considered to stay east of Strosdyn Island, a stronghold of Sev'ryn culture. The sea that stretches to the west at this point is commonly called the Sea of Desolation. There is no strict longitude considered to mark the exact parameters of the width of the Orm'del Sea from here on, but basically its border runs due south from Strodyn on the west and from the island chain that extends from the tip of the Crescent Peninsula, where lies the Avriel city of Athart, the "City of Slaves", on the east.
The sea that lies southeast of the Crescent Peninsula is commonly referred to as the Sea of Oscillus, that island nation being the most prominent feature of that part of the world. The Naerikk city of Augiery also lies within the scope of the Sea of Oscillus, but their choice to remain hidden has resulted in their city being excluded from having a place in the name of this sea. Chances are that the world would not choose to name this sea after such a cruel and predatory culture anyway.
As stated above, this southern portion of the Orm'del Sea has no extensive land masses serving as borders on the east and west. There is a clear land border to the south however. The great southern continent serves as the southern border for this ocean, as well as being partial borders for the seas to the east and west of the southern Orm'del Sea. The cities of Desnind and Niomyr sit within the scope of this continent and look north to this long expanse of ocean.
The Keel-Saw Sea Dragon
This beast is found throughout the entire length of the Orm'del Sea, though not frequently, by any means. And sailors that have survived such encounters are grateful for their rarity. The serrated fin upon the monster's back is ample explanation for the name of this beast, whose primary style of attack is to swim just below the keel of its target, letting the steel-hard teeth of its main fin saw into the wood of the vessel to sink it.
There is nothing suggesting any magical origin for these monsters. They are simply the result of one arm of predatory evolution. And they are very good at it. But again, the name is indicative of most sailor's beliefs that they are related to the beasts rumored to populate the Iuluri islands.
They are fully vulnerable to all forms of counter-attack, given that such attacks are of sufficient power to get through the thick scaly hide, which is thicker the more northern the creature's territory is. This same northern clime also tends to make these tougher-hided beasts slower and less aggressive, but they are perilous nonetheless.
It is some small surprise that less significance is placed upon the two horns on the creature's head, for these are what usually end up delivering death upon the escape crafts manned by doomed and terrified sailors. A vessel of dingy, or longboat, size is not heavy enough to be as likely to be cut through, tending more to ride up on the fin as it passes below. For this reason the creature is far more likely to ram the small vessel, impaling it upon its horns, and then simply lifting the vessel on its head and shaking the poor bastards into the water to be devoured. And while the creature's size of up to eighty feet in length is insufficient to swallow a ship, it is more than ample to swallow a ghastly number of floundering humans.
This is a political misfortune that those cultures hostile to the Ithecal, or more likely, the Raskithecal, are quick to focus blame upon these snake-humanoids as the cause of this terror, assuming them to be some sort of secret weapon employed by the militaries of these two similar species. Some go so far as to claim to have seen nests of these creatures' young being nurtured by Raskithecal in the eastern bend of the Crescent Sea.
Most reasonable folk can quickly see that these are wild and unsubstantiated tales, with little or no corroboration. But to a survivor, what's the harm in a few wild tales where a few mugs of free ale are concerned?...As long as it's not in an Ivorian tavern...
There is nothing suggesting any magical origin for these monsters. They are simply the result of one arm of predatory evolution. And they are very good at it. But again, the name is indicative of most sailor's beliefs that they are related to the beasts rumored to populate the Iuluri islands.
They are fully vulnerable to all forms of counter-attack, given that such attacks are of sufficient power to get through the thick scaly hide, which is thicker the more northern the creature's territory is. This same northern clime also tends to make these tougher-hided beasts slower and less aggressive, but they are perilous nonetheless.
It is some small surprise that less significance is placed upon the two horns on the creature's head, for these are what usually end up delivering death upon the escape crafts manned by doomed and terrified sailors. A vessel of dingy, or longboat, size is not heavy enough to be as likely to be cut through, tending more to ride up on the fin as it passes below. For this reason the creature is far more likely to ram the small vessel, impaling it upon its horns, and then simply lifting the vessel on its head and shaking the poor bastards into the water to be devoured. And while the creature's size of up to eighty feet in length is insufficient to swallow a ship, it is more than ample to swallow a ghastly number of floundering humans.
This is a political misfortune that those cultures hostile to the Ithecal, or more likely, the Raskithecal, are quick to focus blame upon these snake-humanoids as the cause of this terror, assuming them to be some sort of secret weapon employed by the militaries of these two similar species. Some go so far as to claim to have seen nests of these creatures' young being nurtured by Raskithecal in the eastern bend of the Crescent Sea.
Most reasonable folk can quickly see that these are wild and unsubstantiated tales, with little or no corroboration. But to a survivor, what's the harm in a few wild tales where a few mugs of free ale are concerned?...As long as it's not in an Ivorian tavern...
Fractured Tide
This is another phenomenon that spans the full length of the shores of the Orm'Del Sea, threatening to bathe any beach in mutagenic residue from some distant accident, disaster or malicious plot. The beautiful, sparkling powers residing in this wash tend to attract the unwary, who have no experience with fractive hazards. Many were drawn by the thought that it was some treasure washed ashore.
Those who wield magic will perhaps recognize the nature of the energized waves, but will most likely know there is little chance that it is something they will have any control over. Someone with a high level of Attunement may be able to determine the actual "bend" of the energy, but again, are probably not going to be so sure as to wade in, looking for a recharge.
So it is the unfortunate peasant, lacking in knowledge of magic, that tends to be victimized and "altered" by this concentrated wild fracture power. Now it IS possible for there to be a great beneficial result. But it hinges on many things being inclined toward benevolence, and this is rare.
First, the actual magic impact on the victim needs to be of a nature not inclined to horrify the subject, like some hideous mutation, because a power born in fear can never result in anything good. Then the actual discovery that there is power growing within himself must not be something that terrifies the subject, or makes him feel like some religious abomination. All too often an uneducated man that gains such power feels some sort of perverse obligation to do evil with it, from the widely indoctrinated belief that magic is evil.
But more even than any of these factors is the unlikely hope that once a man gains power, he is of a sort to WANT to do good with it, rather than to use it for selfish gain and revenge. There is a saying that "power corrupts". Rarely is this seen to be false.
But perhaps even worse is when a wild animal is stricken by such wild magic. Some scholars believe this is how the original strains of "dire" animals were born. Some believe even more shocking things than these were created by Fractured Tides. Some have even gone so far as to suggest that this is how dragons were first evolved. Such statements are easily said. Proving them is another thing entirely.
Those who wield magic will perhaps recognize the nature of the energized waves, but will most likely know there is little chance that it is something they will have any control over. Someone with a high level of Attunement may be able to determine the actual "bend" of the energy, but again, are probably not going to be so sure as to wade in, looking for a recharge.
So it is the unfortunate peasant, lacking in knowledge of magic, that tends to be victimized and "altered" by this concentrated wild fracture power. Now it IS possible for there to be a great beneficial result. But it hinges on many things being inclined toward benevolence, and this is rare.
First, the actual magic impact on the victim needs to be of a nature not inclined to horrify the subject, like some hideous mutation, because a power born in fear can never result in anything good. Then the actual discovery that there is power growing within himself must not be something that terrifies the subject, or makes him feel like some religious abomination. All too often an uneducated man that gains such power feels some sort of perverse obligation to do evil with it, from the widely indoctrinated belief that magic is evil.
But more even than any of these factors is the unlikely hope that once a man gains power, he is of a sort to WANT to do good with it, rather than to use it for selfish gain and revenge. There is a saying that "power corrupts". Rarely is this seen to be false.
But perhaps even worse is when a wild animal is stricken by such wild magic. Some scholars believe this is how the original strains of "dire" animals were born. Some believe even more shocking things than these were created by Fractured Tides. Some have even gone so far as to suggest that this is how dragons were first evolved. Such statements are easily said. Proving them is another thing entirely.