Tazeem
Surrounded by unstable, scrub- and lichen-covered calcite
flats, Tazeem is a perilous combination of reef-rock forests, a deep inland
sea, and a great white-water river that bisects the continent. Some ancient
ruins are prominently visible and have been co-opted by the denizens of Tazeem.
Others remain hidden and intact, with mysterious artifacts and forces waiting
to be discovered by intrepid explorers.
Emeria, The Sky Ruin
Colossal hedrons choke the sky above many parts of the
continent. The rubble obscures direct sunlight and blocks natural rainfall
patterns. As light filters through the stones, it moves in constantly shifting
patterns across the ground, and objects often have multiple shadows from the
diffuse light. The massive stones perpetually turn and tumble across the
heavens; in constant motion yet bound by an invisible force that prevents the
stones from moving beyond the edges of Tazeem.
Tazeem is the ancestral home of the merfolk, who believe
that the rubble was once a glorious castle and home of the angelic Em, ruler of
the wind realm. When the castle was destroyed in a cataclysmic upheaval, the
enchantment that protected it wasn't completely dispelled, and the shattered
remnants remained in the heavens.
Pathway Stones
The massive hedrons are covered in runes and retain magical
properties even when they fall from the sky or are broken into shards. Pathway
stones are the equivalent of lodestones; they always point to the direct center
of the hedron field no matter where in the Tazeem they are located. Those who
understand how to orient themselves according to the hedron field can use the
pathway stones for navigation.

There's a high demand for these pathway stones, which are
usually sold in small palm-sized chunks. These are painstakingly chipped off
the hedrons by cutter-traders, one of the must dangerous professions in Tazeem
(because of the risk of falling, being crushed by colliding hedron pieces, or
succumbing to other, more mysterious hazards). Cutter-traders are often merfolk
who scour the surface of Tazeem for fallen stones, but they also use great
daring and expertise to navigate Em's Realm and retrieve pieces of the stones
that are still in the air.
Halimar, the Inland Sea
Halimar isn't a natural sea. Surrounded on three sides by
rocky cliffs, the fourth side is enclosed by an ancient Sea Gate. The seawall
is more than 500 feet tall with a white-stone cylindrical tower (now used as a
lighthouse) that soars an additional 350 feet into the air. Collectively, the
seawall and lighthouse are known as the Sea Gate, the largest settlement in
Tazeem.

No one knows when the seawall was built, but they believe
that Halimar must be an old sea because it is home to many species of brightly
colored fish, tusked seals, and massive leviathans that dwell in the depths.
Halimar is very deep—around 500 feet deep in some places. When Halimar is
placid, the water is a sparkling cerulean. But when The Roil moves across the
water, there are white-capped waves and treacherous whirlpools. Tidal waves
crash against the sea gate and the cliffs. Despite the tumultuous seas and
plethora of carnivorous sea creatures, it is viewed as the safest way to get
from the Sea Gate to the mouth of the Umara River Gorge, and there is a
substantial maritime trade and traffic on Halimar.
The Lighthouse at Sea Gate
The city of Sea Gate is the closest thing to a hub of
civilization in Tazeem. The city is nominally based around trade houses, with a
central house for blacksmiths, coopers, butchers, etc. The flat space at the
top of the sea wall is approximately 20 acres, and nearly every inch has been
built up with houses and shops. Even the narrow corridors between the buildings
are covered because of the risk of attacks from drakes and other aerial
predators.

At the eastern side of the sea gate stands the Lighthouse, a
cylindrical tower that is the center of all learning in Tazeem. The Lighthouse
has 20 floors and is a nexus for merfolk explorers/chroniclers. The walls are
lined with leather scrolls filled with maps, spells, archeological finds, lists
of plant and animal classifications, and theoretical discussions of The Roil.
Oran-Reif Forest
Much of the interior of Tazeem is an ever-expanding
reef-rock forest. The formations of brittle rock are similar to a coral reef:
branching plateaus, spiny towers, bristly fringes, and stratified layers with
deep crevices and sun wells. This reef-rock forms in pale yellows, greens, and
blues. The reef-rock is porous and pockmarked, and water drips through these
crevices and holes. The rock itself is infused with magical properties and is
continually expanding and growing, like a coral reef, although the rock itself
isn't alive. These reef-rocks can grow up to 100 feet tall and merge with
surrounding reefs to form stratified plateaus that are hundreds of miles wide
and tall.

Giant trees and other vegetation grows on this reef-rock—on
top of the plateaus, surrounding the spiny formations, deep in the sun wells—wherever
it can get even a small amount of light and water. The plants send out a mat of
roots and engulf the rock so that in many places the rock isn't visible through
the undergrowth. The forest takes the shape of the rock below it, making bizarre
shapes and silhouettes. Because of the scarcity of direct sunlight, the
vegetation grows explosively fast whenever sunlight does manage to reach it.
Known as Em's Blessing, this explosive growth is both beautiful and dangerous.
Animals and explorers can become caught and suffocated in the growth.

Pit Caves
There are numerous pit caves all over Tazeem. These are deep
vertical shafts that lead down to the swampy underground caves. Birds make
their homes in the walls of these caves, and some elves carve deep indentations
into the walls to make sheltering places that are safe from The Roil. Some pit
caves still have reservoirs of fresh water at the bottom and these are
outfitted with a pulley system to bring the water to the surface. Other pit
caves are filled with a choking mist that leaks into the air, poisoning
anything that ventures too close to the mouth of the shaft. The most dangerous
pit caves are those that look innocuous but are actually geysers that blast
boiling water into the air.
Umara River Gorge
From its source at Halimar Sea to the northern edge of
continent, the Umara River runs through a deep gorge and drops over 800 feet
over a series of waterfalls. The fast-flowing water is dangerous to navigate
and is mostly white-water rapids throughout its length. Hundreds of tributaries
branch out from Umara and wind through the Oran-Rief, and these smaller rivers
tend to be less tumultuous than the Umara.
The gorge acts as kind of a wind tunnel, and merfolk make
gliders that they can use to glide down the gorge. These gliders aren't
particularly practical, but some merfolk prefer them to the boats and portages.
The Umara River Gorge is less affected by The Roil than anywhere else in
Tazeem. Because of this, there are more settlements in the gorge and along
portages than other places.

Magosi Waterfall and Portage. Magosi is the largest
waterfall along the river at almost 300 feet tall. No one has ever made it over
the falls alive in a watercraft. The portage near the top of waterfall is a
popular resting point for nomadic groups of various races; there are always
traders and other explorers camped at the portage. In the inner continent, this
is the best place to trade for pathway stones, supplies, and merfolk spell
scrolls. Everyone travelling down the gorge must pass through the Magosi
portage, but it is still a dangerous spot to spend the night. People routinely
disappear in the night, and there are rumors of a massive, tentacled creature
that lives behind the waterfall.
Gazaem, Your Adventure Begins
You begin your adventure in the small town of Gazaem, which is located just 20 miles South-East of the Great Sea Wall. The town is made up of sailors and travelers many of whom are passing through on their way to study at the Merfolk Lighthouse. Many others come from the Oran-Reif Forest, some possessing fascinating artifacts and grand hides which they seek to sell for a quick coin.
You arrive at the town on a boat docking at the Gazaem Marina. The marina itself is large, nearly half the size of the town itself. Boats of all different sorts and sizes can be seen docked along the elegantly crafted tiers. Merfolk, goblins, and humans hustle cargo into and out of the boats with several ship captains barking orders to their crew. You step out of your boat and gaze around at the controlled chaos that rumbles all about you.
You look down at the piece of parchment which highlights your instructions from an adventurer named, Willon. All it reads is: Meet me at the Grey Tavern at the edge of Gazaem. Provided is enough gold coin for you to get there, plus a little left over to provide you with the equipment you will need for your assignment. I want to emphasize that our meeting will require privacy and secrecy. Do not raise any unwanted attention. -Willon
(Feel free to provide some background on your character, keeping in mind your background subclass, which will play a major role as the story progresses)
You arrive at the town on a boat docking at the Gazaem Marina. The marina itself is large, nearly half the size of the town itself. Boats of all different sorts and sizes can be seen docked along the elegantly crafted tiers. Merfolk, goblins, and humans hustle cargo into and out of the boats with several ship captains barking orders to their crew. You step out of your boat and gaze around at the controlled chaos that rumbles all about you.
You look down at the piece of parchment which highlights your instructions from an adventurer named, Willon. All it reads is: Meet me at the Grey Tavern at the edge of Gazaem. Provided is enough gold coin for you to get there, plus a little left over to provide you with the equipment you will need for your assignment. I want to emphasize that our meeting will require privacy and secrecy. Do not raise any unwanted attention. -Willon
(Feel free to provide some background on your character, keeping in mind your background subclass, which will play a major role as the story progresses)
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