[[Large Map of Prax and the River of Cradles]]

Once this land was green and vibrant; the great Earth God Genert ruled over Genert's Garden and all of his children flourished. But when the Sun went out and the Great Darkness came, Chaos invaded the garden. They slew Genert and they ravaged his garden, draining its life; indeed, they nearly destroyed it entirely. Only Waha saved its people by making the Covenant, to conserve and better use its resources and by casting a great net which prevented it breaking apart entirely.

This upland is dry and hot most of the time with a wet season that briefly brings it to full life, though much of it has food good enough for the herds, but not for men. It is home to competing and cooperating tribes of nomads; they follow Waha's covenant which gives them magical secrets to let them survive in the oft barren lands of Prax. Conversely, it often makes them hostile to outsiders for they feel there is little room for more people and they hate horses and those who ride them.

Western Prax is more habitable; eastern Prax beyond the River of Cradles is riddled with chaos wastes; it was in Prax that the final battle against Wakboth came, when Urox trapped him under a piece of the Spire itself.

The Praxians have lived here since the Great Darkness; during the Second Age, they defied all the great empires and even destroyed Pavis, a city created on their lands by people from Dragon Pass. But now New Pavis stands in defiance of them and the Lunars have, in theory, conquered them. How well that will work out for the Lunars remains to be seen, though the Sable Riders have allied themselves with the Lunars.

Waha's Covenant and the Tribes

Waha had the animals and humans draw lots; the winners got to be bosses, the losers became servants. Most winners were human but the simian Morokanth became masters over 'herd men', humans who are magically made animalesque in a docile way. The losers serve as the main food item for the winners as well, but must be slain with the Gentle Cut, which ensures a painless death. Each kind of animal eats something different, allowing all the tribes to co-exist... in theory. In practice, they raid each other anyway but it lets more Praxians live in less space.

Greater Tribes

Lesser Tribes

Multi-Tribal Brother and Sisterhoods: These organizations help glue Prax together by providing trans-tribal connections which help bring reconciliation of feuds and the like.

These tribes largely live off the resources they get from their herd animals and raiding; women own the herds, so men marry into their wife's clan. Young men gather in warbands which try to build up a herd by raids they can use to win the heart of the women each wants. Each clan has a Peace Queen and a War King who governs the respective activities.

Each tribe can eat its own herd animals, but they prefer to steal each other's animals and eat them, while keeping their own alive as wealth and a source of resources. (Everyone remains lactose-tolerant here and milk is a critical food source, especially in hard times.)


Prax is divided into wetter (if still fairly dry) western Prax, eastern Prax, and the Wastes beyond which eastern Prax fades into. The River of Cradles and the Vale of Pavis divides Prax.


  1. Sea Season: Highs in the eighties (and lows in the sixties), and periodic bursts of rain; lots of grass grows and grazing is good. Lots of cloud cover.
  2. Fire Season: Highs in the nineties with bursts in the hundreds. Clouds are rare, grass is dying and you travel at night. Everyone moves into western Prax as much as they can. Streams dry up and even the River of Cradles drops in level, though Pavisite and Sundomer and Lunar magic bring rain to the Vale of Pavis.
  3. Earth Season: Highs in the low nineties gradually drop to highs in the seventies by the end. Sporadic rain near the coast. Still no real streams or rivers except in the Vale of Pavis. Some tribes move back to eastern Prax.
  4. Darkness Season: Temperatures drop to highs in the sixties and seventies, lows in the forties and fifties. It freezes once or twice. Bursts of rain and constantly cloudy. Oases grow but streambeds are usually dry.
  5. Storm Season: Utterly insane weather; chaos forces tend to rampage, temperatures may race from the fifties to the eighties and back in one day or even more so, and weather seesaws from howling rain to stone dry. Rivers now flow in periodic floods and everything greens, dies, greens up again. Wise people take refuge. More coastal zones are especially evacuated as they flood a lot.
  6. Sacred Time: 14 days of rites which renew the world. Usually temperate and dry with clouds.

The coastal swamps get rain year round except for Fire Season when they're just humid and nasty.


Each Oasis is controlled by one of the tribes, who use slaves to maintain it; they grow dates, figs, olives, and apricots. Trees are carefully planted so the taller ones shade and protect the smaller ones and help to conserve water. Grain is grown to be animal feed and alcohol produced. Oases serve as refuges during the storm season as well, often in the forms of elevated caves and tunnels in nearby hills. Control of Oases is highly prized.

Oases form where past battles of the Godtime punched holes through the impermeable rock which underlays much of Prax; springs form at the holes, creating ponds and lakes which are tapped to grow things.

Places of Interest

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