Beyond The Sea
There is a reason nothing has been explored beyond the map. Even with the best ships, there is at least a months worth of open water in all directions. Anything past this is referred to as "beyond the sea."
The world beyond the borders of the map is intentionally left unwritten. This means you can add Ataland to an existing world map if that works for your story. Ultimately, it's left to the imagination of the Game Master. Maybe the world is a disc, and there is nothing to find but a fall in to the abyss. Or the lands beyond are harsh and uninhabitable.
Unless it's part of your story, players shouldn't have a reason to want to sail off the map.
Player Characters From Beyond The Sea
If a player wants to play a race that doesn't exist in Ataland, having that character originate from beyond the sea is one option. Work with the player to create a homeland and reason for their journey. Citizens of Ataland treat the revelation someone is from beyond the sea with awe or scepticism. There has never been verified contact with outsiders.
The Ruins of Teyruse
For more information on this location, see History - Pre-Calamity in The Player's Guide.
The location and nature of The Ruins of Teyruse is left in the hands of the Game Master. It might not even possible to reach in your game. The following is just a suggestion and rough guide.
Finding and travelling to the ruins should take considerable effort and players attempting it should be suitably high level. The approximate location might be obtained from a long forgotten book of lore, or by careful interpretation of oral traditions of the journey. Even if a location was found, a ship and crew crazy enough to take on the journey would need to be hired. The party should expect at least four weeks at sea, if not far longer.
After all that there is not much to see except more water. The only evidence of the once mighty Tyruse lost in the ocean. To make matters worse the area is inhabited by several krakens which sometimes attack boats. (See the SRD for kraken stats.)
The ruins are a mile beneath the surface. If the players can figure out a way to get that deep, they could find the ruined remains of any number of cities. Buildings have almost all been reduced to rubble, but long streets stretch in all directions as testament of the scale of the once great metropolis. Most of the brickwork is now covered in seaweed and lichen.
Treasures
Here's some treasures that might be found during the dangerous dive. You shouldn't give your players many attempts on this table. If they linger, you should have a kraken come to investigate. Evading or fighting this kraken will draw the attention of other krakens.
See the SRD for detailed descriptions of magic items.
1d20 | |
---|---|
1 - 3 | No treasure, instead a Kraken attacks |
4 | An airtight trunk containing 800 year old wooden children's toys |
5 - 6 | 10d100 (505) cp¹ |
7 - 8 | 10d20 (105) sp¹ |
9 - 10 | 10d12 (65) ep¹ |
11 | 10d10 (55) gp¹ |
12 | 10d4 (25) pp¹ |
13 | An airtight trunk containing 2 magic tomes² |
14 | A golden statue of a forgotten hero (10lbs, worth 500 gp) |
15 | A corked and wax sealed bottle containing a potion² |
16 | A +1 weapon² |
17 | A Wand of Wonder |
18 | Armor of Vulnerability (Cursed) |
19 | A Decanter of Endless Water |
20 | A Ring of Three Wishes (one charge remaining) |
¹ Any markings the coins once had have long since been eroded by the sea.
² Either choose or determine randomly