(D&D) Southern Sing’jar Sea

Adding more details over next few days.

South of Sing’jar we have Belgar island, populated by sea elves, whom are generally defensive and isolationist. They distrust people from Faroth, notably because of Faroth’s history of sending gnomes south to plunder magic and gems from Belgar.  Belgar elves trade willingly with  the western shore of the Burati valley. Burati are mostly humans and elves, and export lots of grains to the area, except north to Sing’jar, because of the difficulty of crossing he Burati mountains to the north. The Burati river to the south forms a border with the Kyln.

Kyln are a small nation of hobgoblins. They are notable for having co-invaded Sing’jar during the Devil Insurgency. Kyln hobgobs are a vigilant society, at peace with Burati and Belgar, but ever watchful of Yil and Witkif.

The Yil heights are occupied by the Yuan-ti and their attending thrall. The area is complicated with lots of secretive house societies that maintain their own trade routes for contraband north into the Kyln, R’rusk, the high elven city east of the Kyln population, is the most popular silk road trade route. Any high level character could get hired as an escort on that illegal trade route.

Witkif is the capital city of the Whitechalk Cliffs region, the large spit that sticks far enough west to change the very seas north and south of it. Inhabited by orcs, ogres, and some giants, they are often rejecting their half-breeds or conscripting them for raids against Kyln and Yil.

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Dandilion spit is a dangerous place to dock because storms can dash your boat ashore so easily. The town itself it made of splintering ship planks, and finding any square carpentry is rare. There are three pubs here, and it is the fafstest way to switch ships or trade goods in bulk if the weather is kind.

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Snail Bay is a twisting sandbar draped araound sharp limestone outcrops in the delta of the Yarrow river. Not as much trade here and a much slower life-style. Sea traffic is barred many hours a day by tides that expose the Yarrow sandbar and the Seal’s Head sandbars. The Yarrow river does not flow fast enough to erode these areas when the tide is out. This makes Snail bay an effive place for smugglers to dock.

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Pinola cliffs is a strange collective that is one of the most curious places to buy magic or make armor. Each of the four large outcrops of rock is joined by rope bridges to large houses built into the side of the limestone cliffs. There are families of dwarves, elves, sea elves, and half-orcs that each have a family business on an island or in the cliffs.

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