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While the Lanian Desert does not comprise the entirety of the world of Medara, it
comprises approximately 70% of the continent. This desert land has a rich oral history
of fantastical events, mythic heroes, and lost wonders waiting to be uncovered. The
shifting and swirling sands of Lania can uncover the ruins of past glories one minute,
then bury it for centuries the next. Magic is an ever present part of society, but much of it
is tied to ancient tools and mystical relics of ages past. Magic is something to be feared
and respected, but is sometimes taken for granted. A magical cistern can sustain an
entire village, or could be used to wash out an entire valley. Destructive, dangerous, but
necessary.
The absence of direct divine intervention for centuries has led to a variety of religions
and cults springing up. Normally formed around powerful demagogues and
personalities, a few myths and legends have survived for longer than any can
remember. With no defined set of beliefs, many tend to dismiss any deity as a silly tale
or hopeful thinking. But there are those who believe strongly, and many of them can do
things that would be impossible without some kind of higher power.
Today, the people of the desert live by a few simple rules. The strongest have carved
out a place for themselves, and others gather around them for protection. Only two have
managed to erect what could be considered a city, built around the two largest Oasis in
the desert, the walled city of Galam and the valley of Detrin are the focal points of what
could be considered modern civilization.
Three Things to Know:
1. The Desert is everything. Everything in this world, from the problems faced by most
people, to the biggest threat the PCs will face is the realities of a massive, magically
infused desert. Sandstorms, heat, and fantastical locations can be a hurdle, and will
make quick work of the unprepared.
2. Tone and attitude. Competing factions, limited resources, ancient magic. This game
combines traditional D&D fantasy themes with a more mystical flair. Good and Evil can
be somewhat relative, and law is often determined by who has the biggest stick. This
does not mean that everyone is evil, but it does mean that often good people must
make hard decisions. Intrigue and combat have equal place in problem resolution. And
sometimes it may be easier to simply get two foes to fight each other than it would be to
fight them both yourself.
3. The world is vast. If there is something you want to get or find, odds are it is out there
somewhere in the shifting sands. It may be locked in an ancient tomb, guarded by
dangerous foes and difficult traps, but if you can think it, it may be out there, just waiting
other guilds. While this Guild is officially supposed to be loyal to the crown of Galam,
there are so many differing groups within it that it has grown to be its own organization.
However, as long as the Guild keeps the peace the Throne of Swords does not meddle
in Guild affairs.
Elves - The Desert Elves are a rather isolated lot. Living in the Western Vallis, they
make their dwellings high up in the cliff faces of the rocky chain of valles. Decorating
themselves with clay and dyes made from the abnormally red and yellow sands of the
region, they have a rich artistic culture, as well as a strong warrior tradition. Artists and
warriors are revered in their society, with many of their greatest artists being capable of
affecting the world around them with their paints, using a unique form of druidic magic.
Dwarves - Not much is known of the dwarves. They can only be found in the mountain
merely known as Dwarf Mountain by the denizens of the wastes. They periodically send
a trade caravan to Galam to trade rare, refined, and interesting minerals and gems for
tools and resources that are not easily found in the mountain. Otherwise they keep to
themselves.
Thought lost by sand, you find your prize. Follow the sun, but not your
eyes.
'Tween paradise and purgatory the sand does hold. And ancient tomb
filled with gold.
The lion roars, the eagle cries. Yet even still, trust not your eyes.