Before the Rending, the Sea of Storms was an ocean; now it's a massive desert the size of a continent, located far to the south of Kor. Constant massive tornadoes travel around the desert, sometimes lasting for decades. The constant vicious winds have worn everything in the desert down to dust. If you can survive the constant lightning, which is unlikely because you'll be the tallest thing around if you venture in, you'll soon choke on the thick, swirling dust.
Stormhawks are the only things known to live in the Sea of Storms, although as spirits, they're not technically alive. They're storm spirits so powerful they physically manifest, taking the form of huge birds made out of lightning. They ride the winds of storms, calling out to each other with voices of thunder. It's said that the bolts of lightning that travel between two points in the stormclouds are their mating dance.
As storm spirits, stormhawks can generate powerful bolts of lightning and gale force winds. Baby stormhawks are occasionally captured and mounted on ships (particularly smuggler ships) in the Deep Seas to provide lighting and wind power, although capturing even an infant is an incredibly dangerous undertaking. Capturing adults is unheard of because there are no human enchantments strong enough to contain their power.
(I pasted some stuff written by my friend for his area, so this is why this is long!)
Kagarayan, translated as The Palm of the Killer, otherwise known as the Deathwoods, Kethica, Varamark, and Wodhamm in other languages, is a land of extremely dense woodlands and untapped wilds, filled with numerous dangers and plentiful resources for those daring enough to brave the perils of the forests.
Kagarayan is set deep within a sprawling, terrible desert; to the north, Shakaran, the Great Wastes, and to the south, Favayram, the Remnants. It is nestled against Halsolanya, the Outstretched Fingers, The Shielding Range, leaving it a deadly oasis for those foolish or desperate enough to reach it. It is a relic of time long since past, the home of trees that reach like spires towards the sky and perplexing rapids that would easily dash the life out of those caught within them. Due to its extremely isolated nature, it is almost entirely undeveloped, and virgin timber is in ample supply. Most interesting is that Kagarayan is heavily sloped; it is possible to stand at the edge where the desert and the grasslands meet and, on a clear day, see all the way across to the other side, situated high within the mountains, an often vertigo-inducing view. The most noticeable aspect of Kagarayan are the trees, as varied and rich as the beasts that live below, on, within, and above them. It is quite common to have them reaching hundreds of feet high and many centuries old, giving rise to an oppressive canopy that leaves the jungle floor pitch black at places, even when the sun is blazing brightly above. Kagarayan could be considered tiered, with animals primarily residing either within the many natural caverns below, on the jungle floor, along the trunks of the trees or within the towering canopy above.
The Uzva are the only (near-)human inhabitants of Kagarayan. Driven from their homeland due to war and strife, the history of which is even more vague than the Uzva themselves, the Uzva attempted to settle within the jungles nestled deep within the horrifying deserts. Almost immediately, the Uzva found themselves set upon by horrifying monstrosities and treacherous natural formations. Many were lost on the trek to what was once considered a paradise, and now the Uzva were soon to become extinct. In their time of great need, the Uzva petitioned the powerful spirits that roamed strong and free within Kagarayan for their blessings. Through great ritual and sacrifice, the Uzva formed nigh-unshakeable pacts with the spirits of predators and terrible beasts that dwelt within the forests. They found themselves as the predators of the land, and were able to make their own place. Since that time, the Uzva have lived within the Kagarayan, perhaps not the undisputed lords of the domain, but more than able to stake their claim. Since this time, the Uzva have fractured into a number of tribes, but will always band together in times of need.
The Sanguine Sea lies about a mile beneath Kor. It's among the largest of the Deep Seas, and it gets its name from its warmth and distinctive redness. Some of the red clay surrounding Kor was thrust underground during the Rending and has leeched into the water, coloring it. Despite this, it's still quite potable, albeit flat and metallic-tasting.
The Sanguine is housed inside a massive cavern whose ceiling is at least two hundred feet over the surface of the water in some places. Huge, infrequent crystal pillars thrust out of the water and emit soft blue light that fades into the murky depths far below the water's surface. No one knows how long the pillars have been there, but the light clearly isn't natural; faded runes in an ancient language few even recognize anymore are etched into the surface, speaking of ancient spirit bindings of a strength unheard of in modern enchantments. Fishing boats are usually found on the sea, gliding through the still, silent waters. It's an eerie but peaceful scene.
In addition to being Kor's main source of food, the Sanguine is the nexus of five or six major sea routes. The Kor Harbor is the largest port in all of the Deep Seas. The Undercity touches the Sanguine briefly on one side, and this area has been restored and inhabited, broad stone docks extending from a wide tunnel opening with the ruined buildings all along the docks converted into taverns, warehouses, and shipyards. This area is brightly lit by glowstones mounted on pillars and is busy at all hours with merchants loading and unloading goods, fishermen going out to sea or unloading their catches, prospector captains seeking crews, and vendors hawking their wares. The tunnel that leads to the surface is perhaps the only safe, secure, well maintained part of the Undercity.
Before history was written, there was Kor. It's been called many thing: Kor, Qhora, Arkhor, although little is remembered of those times beyond the names. Its origins were lost millennia ago, but it's stood for at least ten thousand years, an immovable edifice of black stone. Empires rose and fell around it, magnificent cities were built and razed and forgotten, and Kor outlived them all. When men bound the greatest spirits and broke the world, Kor stood untouched as the seas plunged into the earth and mountains rose from flat plains. Today Kor stands in the center of a vast desert of cracked red earth under a blistering sun. Much of it lies in ruins, and more dead than living walk the streets, as Korins believe that selfless labor after death is the path to salvation. But Kor's nobles still wear the finest silks and hold glittering masquerades in their black stone palaces, and the Deathless Legions still inspire nightmares in Kor's enemies. Internal politics are vicious, the Undercity is a haven of criminals and much worse things, and most are too concerned with internal politics or the intricate rituals of religion to pay attention to the events of the world at large. But why should they be concerned? Kor is eternal, and it remains proud and untouchable in its crumbling ruin. Even though it's rotting from within, it remains the greatest city the world has ever known.