“From the east, Malkona is washed by the restless waters of the Warm Sea—the final stop of the warm Amplectra current before it collides with the fury of the Ocean. For its fertility and abundance (at least by the standards of the rest of Verda), these shores have long been a coveted prize for all peoples able to reach them. As a result, this relatively narrow strip of land has become a meeting ground for four civilizations and a cradle of trade. Here stand the city-states of the threefold alliance: the Arydars, the northern Saltuars of Sudjo, and, of course, the city of Nordurbo, homeland of the great… (strike this out, he’s already too full of himself).
In short, there’s plenty to see. There are even tales of Noctid merchants emerging from their shadowed lands to trade along the Warm Sea’s shores—though everyone speaks of them, few have ever truly seen one.”
Here and beyond, I present excerpts from the epoch-defining work, “Notes on Taliskarn, Its Wonders, and the Creatures That Inhabit This World.”
Core Themes and Ideas of the Warm Sea:
- A labyrinthine sea: treacherous currents, perpetual storms in the straits, and wandering maelstroms where even seasoned captains lose their way.
- A cultural melting pot: Saltuar, Arydarian, and Prymar cities along the shores—fishing villages, free ports, and steppe outposts bound by trade and secrets.
- The fury of the elements: storm spirits, living whirlpools—the sea here is perilous and full of surprises.