Difference (from prior major revision) (minor diff, author diff)

Changed: 6c6,25
This upland is dry and hot most of the time with a wet season that briefly brings it to life. 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.
* Handfast, son of Wycliff, Windlord of Orlanth: I feel sorry for the Praxians, stuck living in such a dry hellhole. But it's what you get when you worship weak gods. I can say this for them; like us, the Praxians are *free*, and that I can respect.
* Grakk Barukk, A Troll: I can't imagine how they tolerate all that bright light and heat; we avoid them and they avoid us. But not bad folk for humans.
* Harrathos, a Minotaur: I respect their warrior spirit and their war on Chaos. Our bodies are different, but our souls are more alike than you would think.
* Erikos, Warrior and Initiate of Aurelion: Potent warriors who have devastated their homeland by worshiping animals who eat everything up faster than it can grow back. As long as they don't invade us and try to eat up all the greenery, though, I'm happy to let them make a giant mess of their homeland.
* Lilestra, a priestess of Esrolia: Pathetic barbarians ruled by men who make the Vingotkings look like good, obedient sons. All they know how to do is plunder and kill. Gore-soaked maniacs. But they can't reach us.
* Gavin, God Forgot Boater: There is probably a difference between Broo and Praxians, but... well, Broo are more ugly. Their perpetual hatred of Pavis is a sign of why they could all die and no one would care. But while we can fish off their shores, they're too pathetic to even invent canoes. Corflu is a decent, if small port; you can make good deals there and some actual Lunar Trolls keep the insects away! Okay, I will be honest, I do envy that.
* Sir Frederick of the Righteous Duchy of Maniria: Freakish Hsunchen who apparently think fucking herd animals is okay. But the Lunars are a far bigger menace.
* Harmast, a Trickster of the Torkani: Cunning and they can't take a joke. This makes it all the more important to give them one.
* Jalat KON-hel, a Lunar Captain from First Blessing: While in the end, they will have to be converted, I don't understand why the Red Emperor decided he wanted Pavis or Prax right now. Corflu is not an adequate port for trade to the southern coast. At least the Sable are loyal. But mostly a dry wasteland of barbarians


* Ptaysanwee, young warrior of the Bison Tribe: As we drove out the Pure Horse People, we will drive the Lunars from Genert's Garden and then it will flourish again. We must unite under the banner of Waha, or we will be picked off one by one, tribe by tribe. Together, we can crush any foe!
* HUCH’UYKILLA, Initiate of Qhawa, of The High Llama People: I command the rain and the wind, I listen to what it says. It says our people have kept the faith, but the Lunars worship false gods and goddesses. They serve Chaos; we see that now, maybe too late.
* Atieno the Star Gazer, elder of the Impala Tribe: The stars told me that the Lunars were doomed and would doom all they ruled, so we fought them; we lost, but we do not give up. We have not fought the darkness for 3000 years to give up now. But we cannot fight head-on; we must win this war by thinking, though the hot headed young men still believe they can win by force. But I have a plan.
* Ooklagook of the Morokanth Tribe : We don't want to be the enemies of the Lunars; we don't care about Orlanth or the Red Goddess and they care nothing about us. But if they're going to invade our territories, we will have no choice but to turn them all into Herd Men. Hopefully, you can make good sausage from them too.
* Kwabena, Priestess of the Seven Mothers of the Sable Tribe: The way of Tada and Waha was a way of living like the animals we herded. All we did was kill, rob, eat, have sex, and grovel before spirits and petty gods and goddesses. But the Red Goddess has freed us, opening our eyes and now we are becoming a civilized folk, who can read and make things that go beyond pure survival. We have a history now and not just made up lies and stories retold and rewritten by every generation. We will build towns and cities and spread the word of the Goddess. Those willing to join us will find that We Are All One, that the peoples of Prax can live in peace. Those who refuse to come will have to be hunted like the wild animals they are.

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.

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* Morokanth Tribe (Darkness Rune): The Morokanth are tapir-like creatures; they move on four legs and don't have mounts since humans are little good for riding. Like a bear, they can rear up on two legs to fight. They are the best adapted to Marsh and Swamp of the nations of Prax. They rely on personal fighting prowness in melee combat and the ability to come in low below the reach of those on steeds. They keep 'herd men', humans made stupid by magic. Herd men also become able to eat plant stuff humans normally cannot. They were neutral in the Prax/Lunar? fight but now are being gradually pushed off their lands.
* Sable Tribe (Moon Rune): Allies of the Lunars, they ride noble Sable and are kin to the Imperial Antelope Corps. They betrayed the other tribes, aiding the Lunars at Moonbrow. Now all the best land is increasingly theirs. They also begin to assimilate into the Lunar religion. They wear trousers and shirts and like to make headresses of feathers and wear bead and bone necklaces. Each clan specializes in different forms of combat from archery to spearwork to lancework. They have dark hair and they all have brown eyes.
* Morokanth Tribe (Darkness Rune): The Morokanth are tapir-like creatures; they move on four legs and don't have mounts since humans are little good for riding. Instead, they ride in chariots pulled by their herd-men. Like a bear, they can rear up on two legs to fight. They are the best adapted to Marsh and Swamp of the nations of Prax. They rely on personal fighting prowness in melee combat and the ability to come in low below the reach of those on steeds. They keep 'herd men', humans made stupid by magic. Herd men also become able to eat plant stuff humans normally cannot. They were neutral in the Prax/Lunar? fight but now are being gradually pushed off their lands.
* Sable Tribe (Moon Rune, formerly Motion Rune): Allies of the Lunars, they ride noble Sable and are kin to the Imperial Antelope Corps. They betrayed the other tribes, aiding the Lunars at Moonbrow. Now all the best land is increasingly theirs. They also begin to assimilate into the Lunar religion. They wear trousers and shirts and like to make headresses of feathers and wear bead and bone necklaces. Each clan specializes in different forms of combat from archery to spearwork to lancework. They have dark hair and they all have brown eyes.

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* Bismoli (Beast Rune): Exiles from Balazar, they ride and turn into lions; some of their lions turn into people. They are dreaded because they can command other tribe's mountains or terrify them with their magic. They don long bladed gloves for war and the hunt.
* Bismoli (Beast Rune): Exiles from Balazar, they ride and turn into lions; some of their lions turn into people. They are dreaded because they can command other tribe's mounts or terrify them with their magic. They don long bladed gloves for war and the hunt.

Added: 35a55,56
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.)


Changed: 39c60,83
* Adari: This small trading village was the birthplace of Pavis, though the Aldryami are long gone now. It has sometimes been protected by the Indigo Mountain Trolls and sacked many times; it is now protected by a small group of Lunar soldiers.
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.

Seasons:
# 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.
# 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.
# 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.
# 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.
# 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.
# 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.

Oases




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




* Adari: This small trading village was the birthplace of Pavis, though the Aldryami are long gone now. It has sometimes been protected by the Indigo Mountain Trolls and sacked many times; it is now protected by a small group of Lunar soldiers. It has a temple to Etryes which used to be a temple to Issaries until the Lunars came. The shrine of Argan Argar still stands.

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* Britha Oasis: The Bolo Lizard Clan and the Ostritch Tribe meet here to make marriage arrangements, trade, and rest. They are under heavy pressure from the Bison People, who want an oasis of their own now that they're stuck in the east.
* The City of Glass: In the Golden Age, Mostali and Trolls are said to have lived here together. This raises questions of what Trolls were doing on the surface at this point but those troll statues didn't just make themselves, right? But it was sacked in the Great Darkness and now Troll and Mostali ghosts haunt it; if you can survive them, you can find amazing wonders here.
* Day's Rest: This is a lovely oasis controlled by the Sable Tribe; they have built a modern, well-stocked Caravanaseri, under the influence of the Lunars, complete with a Seven Mothers' temple.
* Britha Oasis: The Bolo Lizard Clan and the Ostrich Tribe meet here to make marriage arrangements, trade, and rest. They are under heavy pressure from the Bison People, who want an oasis of their own now that they're stuck in the east. In Dark Season, the Oasis People of Britha Oasis grow what they call 'Edible Rocks', a secret taught them by the trolls. The less sunlight which falls on them, the better they grow and the human-edible part grows underground. (The Bolo Lizards and Ostriches like to eat the above-ground part as fodder.) The hide looks like a rock, but once you slice it off and boil or bake the yellow-white interior, it becomes very tasty; they especially like to use it in stews. The rest of the year, they grow barley and oranges.
* The City of Glass: In the Golden Age, Mostali and Trolls are said to have lived here together. This raises questions of what Trolls were doing on the surface at this point but those troll statues didn't just make themselves, right? But it was sacked in the Great Darkness and now Troll and Mostali ghosts haunt it; if you can survive them, you can find amazing wonders here. The buildings are made of a smokey, translucent glass-like material. If you can survive the ghosts, you can make incredible sharp but brittle blades which make excellent spear or arrowheads.
* Cradle-Robber's Swamp: This swamp is full of newtlings, fish, alligators, jackobears, and Morokanth with their herd-men. In the swamp, herd-men pull barges of Morokanth + supplies around, wading through waist-deep water. There are a handful of ruined God-Learner towers, which everything avoids, rumored to still have hidden levels warded by the horrible magics of the God-Learners. One such tower is known to have been looted two centuries ago by some of Belintar's agents, several giant digging machines now ring that tower, mostly sunk into the muck, rumored to be the work of the people of God Forgot. The land rises in the middle, turning from swamp to jungle, then back to swamp as you go up the coast. A handful of priestesses and shamans from the Paps can always be found here, studying the land and trying to determine why it is so much more fertile than most of Prax.
* Day's Rest Oasis: This is a lovely oasis controlled by the Sable Tribe; they have built a modern, well-stocked Caravanaseri, under the influence of the Lunars, complete with a Seven Mothers' temple. It derives its name from how Waha let the Herd Mothers rest here after their escape from the Underworld. The Oasis people grow large amounts of dates, figs, and olives, but now import grains from Sartar and the Holy Country as well, thanks to the enhanced trade. It's said the leaders of the Oasis people here eat meat *every day* instead of just once a year in Sacred Time!

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** The Winter Ruins: A vast city of giants from the time when this was Genert's Garden. Spirits haunt the place and ancient Giant treasures are sometimes found here like the Hungry Statues which enabled Jaldon Goldentooth to break into Pavis.
* Devil's Marsh: A hideous blighted hot swamp where everything is just a little tainted with chaos and everything thinks visitors are dinner. Storm Bull worshippers periodically sweep it and slaughter things to keep it in check; the problem is that just a little of Wakboth's evil washes out of the Block constantly.
* East Scritha: These hills turn into cliffs which drop down to Pavis County and Sundome County and so on. Scritha the Warlord marked them as the east end of his domain. Grazing is decent here but beyond here, everything gets nastier and nastier. The cliff is less pronounced on this side of the valley than the western side.
* Eisbar Oasis: Many springs are here and control of this site is very intensely fought over; there's enough water that some of it flows west and plunges off the cliff to become the Eis river. The Unicorn Tribe currently rules it and has built a shrine to Yelorna.
* Far Rest Oasis: It is said that Urox and Eiritha once lived here and celebrated their wedding here. It is known this is an auspicious place to try to conceive. Priestesses of Eiritha control this oasis, ensuring it remains sacred ground.
* Great Stone Oasis: A huge soap-green rock thrusts upwards here and water spills out of cracks in it into a lake here. The sun shines less brightly and this is a wonderful place to come and get clean; those who must atone come here to purify themselves before beginning their atonements. The oasis is run by priestesses from the Paps.
* Horngate: This is in a sunken valley; the only approach is to pass between two giant animal horns dozens of feet wide with a hundred feet between them; this is the Horngate. Stormbull cultists see it as sacred and control the site. Caravans must camp outside but can buy water.
* Jaldonkill Point: This oasis was the site of the battle which slew Jaldon Goldentooth and collapsed his horde. Once a year, the dead rise and fight the battle again, during Sacred Time.
* Janananaka: Four 100 foot tall giant statues in armor stand back to back in a square here with their feet submerged in a large pond. For four miles in all directions, the weather is always cool and wet. Their origin is unknown but the Mostali Province 38 come here once every 50 years, clean and polish and repaint the statues, then leave. When asked, they say that if anyone knocks down one of the statues, the Mostali will not stop until they all die and it's best you don't tamper with them. The Empire of Wyrm's Friends is known to have tried tampering with the site and the Mostali spent 145 years hunting down everyone involved, their descendants and everyone related to them within two degrees. But camping is allowed and the Rhinoceros Riders have taken control of it.
* Kardon's Forest: Every tribe would like to claim Kardon as a member; there are also rumors he was an elf; he saved a beautiful forest from the destruction of Genert's Garden by turning it into a cactus forest. A small group of Aldryami, friendly to the Praxians but hostile to anyone else, guards the forest now. Once a year, every tribe sends people to join the Aldryami for a worship rite to Flamal, in hopes one day, Genert's Garden will flower again. The rite helps the grass grow as well.
* The Monkey Ruins: This city was built before the Great Darkness and is dominated by monkey motifs. A small body of mystics lives here, studying them for insights into the world. No one knows for sure who lived here, how to read the script or what the odd green metal that money found here is made of. Baboon clans live here, claiming it was their home but can't explain what happened to it. Or why much of the art is not baboons.
* Moonbroth Oasis: At night, the lakes here provide visions of things to come, though they can be confusing or misleading. Any Otherworld Heroquest which involves traveling to stars, planets or moons may be initiated here with a bonus to the chance of success. (This varies by the season and movement of the planets.)
* Ogre Mire: The murder and enslavement of several clans tricked and betrayed and enslaved by the Morokanth led to retaliation by the new slaves, who before becoming Herd Men, pledged themselves to Chaos, who drowned the Morokanth. They ate their would-be masters and became ogres.
* Old Paradise: When Genert's Garden was green and lovely, this was a flourishing city where all were welcome and life was easy. Then Gorpgod ate everyone and the city has been empty ever since. People looking to set up hidden bases seem to like to move here but there's till some lesser gorp running wild here, sleeping until food disturbs it.
* The Pairing Stone: Anyone seeking to judge the suitablity of a marriage partner may come to this oasis and undergo a Thisworld Heroquest during Sacred Time which will establish if it is wise or not by re-enacting Urox's courtship of Eiritha. It works best if both partners are present.
* The Paps: This vast cavernous complex is home to temples to many Earth gods and goddesses. It remains neutral in all struggles within Prax, aiding all Earth worshippers against Chaos. It is surrounded by a broad region of unusual fertility for the Waste, where springs bubble up and provide water and the heat is lessened.
* Rocky Oasis: This collection of springs is full of rocks; it's great for watering your animals and the plants here grow quickly but it would take huge work to farm it, not that the Praxians want to. The Bison Tribe controls this Oasis.
* Scritha's Cradle: The High Llama people are trying to hold onto this oasis, where the ancient hero Scritha was born and lived, but they are under increasing pressure to either Lunarize or hand it over.
* Scritha's Oasis: A swampy mire of land which is ideal for the Morokanth, who have a holy place here and are trying to keep control of it as Lunar pressure to convert builds up. Angry Impala Tribe raids don't help.
* Southrest Oasis: Controlled by Lunars and Sable tribe, this oasis gets a lot of caravan traffic and has two caravanseris. During Water Season, cooling wet breezes blow in from the ocean and it is especially pleasant.
** The Winter Ruins: A vast city of giants from the time when this was Genert's Garden. Spirits haunt the place and ancient Giant treasures are sometimes found here like the Hungry Statues which enabled Jaldon Goldentooth to break into Pavis. There is a huge pillar in the middle topped with the Death Rune; the trolls are said to know how to tap its power. Worshippers of Humakt sometimes come here to study it; it is a good place to launch a Humakt Heroquest.
* Devil's Marsh: A hideous blighted hot swamp where everything is just a little tainted with chaos and everything thinks visitors are dinner. Storm Bull worshippers periodically sweep it and slaughter things to keep it in check; the problem is that just a little of Wakboth's evil washes out of the Block constantly. Notable for its swarms of tiny fish the size of your pinky which want to *eat flesh*. Ogres sometimes come here and collect them as pets.
* East Scritha: These hills turn into cliffs which drop down to Pavis County and Sundome County and so on. Scritha the Warlord marked them as the east end of his domain. Grazing is decent here but beyond here, everything gets nastier and nastier. The cliff is less pronounced on this side of the valley than the western side. A handful of statues of Scritha can be found; they seem largely indestructible, but their purpose has been lost.
* Eisbar Oasis: Many springs are here and control of this site is very intensely fought over; there's enough water that some of it flows west and plunges off the cliff to become the Eis river. The Unicorn Tribe currently rules it and has built a shrine to Yelorna. Rice is the favored crop here, along with water spinach, water chestnuts, watercress, and lotus flowers, used to make incense for Unicorn Tribe rites. Unusually, all the homes here are built of stone from the surrounding rocky areas, on elevated, artificial mounds.
* Far Rest Oasis: It is said that Urox and Eiritha once lived here and celebrated their wedding here. It is known this is an auspicious place to try to conceive. Priestesses of Eiritha control this oasis, ensuring it remains sacred ground. The Seven Sacred Foods of the Wedding of Urox and Eiritha are grown here (barley, rye, oats, carrots, dates, figs, and 'Eirox', a sacred plant which any Herd-Beast can consume and which is fed in small amounts to the herd of those who wed here.). In addition, wedding feasts typically involve the meat of your herd-beast. It is taboo to commit violence against any Oasis Person who lives here, or the priestesses.
* Great Stone Oasis: A huge soap-green rock thrusts upwards here and water spills out of cracks in it into a lake here. The sun shines less brightly and this is a wonderful place to come and get clean; those who must atone come here to purify themselves before beginning their atonements. The oasis is run by priestesses from the Paps. The Oasis People grow apples, pears, and grapes here and make a very fine wine.
* The Haunted Forest of Scritha: Scritha is known to have made covenant with the ghosts here to fight for him; no one since him has figured out how but the ghosts are still there, scaring or killing intruders. The ghosts appear to be dead Elves. It's not known what killed them or turned their forest to stone. Once a year, Priestesses of the Paps come here and perform a rite; it's assumed they're trying to purify the place, but they have not yet succeeded. At least, if that is the real goal.
* Horngate: This is in a sunken valley; the only approach is to pass between two giant animal horns dozens of feet wide with a hundred feet between them; this is the Horngate. Stormbull cultists see it as sacred and control the site. Caravans must camp outside but can buy water. 'Eirox', a sacred plant which any Herd-Beast can consume, grows here in abundance.
* Impala Run: This used to be the grazing-rich base of the Impala; now the Sables control the land, though some of it belongs to the Morokanth. It's unclear where it begins and ends.
* Jaldonkill Point: This oasis was the site of the battle which slew Jaldon Goldentooth and collapsed his horde. Once a year, the dead rise and fight the battle again, during Sacred Time. Anyone who joins them will lose some of his strength in the ways of Waha, but may gain exotic powers. Most Praxians don't want that, but some do.
* Janananaka: Four 100 foot tall giant statues in armor stand back to back in a square here with their feet submerged in a large pond. For four miles in all directions, the weather is always cool and wet. Their origin is unknown but the Mostali Province 38 come here once every 50 years, clean and polish and repaint the statues, then leave. When asked, they say that if anyone knocks down one of the statues, the Mostali will not stop until they all die and it's best you don't tamper with them. The Empire of Wyrm's Friends is known to have tried tampering with the site and the Mostali spent 145 years hunting down everyone involved, their descendants and everyone related to them within two degrees. But camping is allowed and the Rhinoceros Riders have taken control of it. Coconut trees grow here in profusion, tended by the Oasis people.
* Kardon's Forest: Every tribe would like to claim Kardon as a member; there are also rumors he was an elf; he saved a beautiful forest from the destruction of Genert's Garden by turning it into a cactus forest. A small group of Aldryami, friendly to the Praxians but hostile to anyone else, guards the forest now. Once a year, every tribe sends people to join the Aldryami for a worship rite to Flamal, in hopes one day, Genert's Garden will flower again. The rite helps the Covenant-plants grow as well. The Elves brew a potent alcohol from the cacti and trade it for other goods; the Morokanth buy the cacti themselves, able to use their Great Eater magics to safely eat spiny plants and to enable their Herd-Men to eat them as well.
* The Monkey Ruins: This city was built before the Great Darkness and is dominated by monkey motifs. A small body of human mystics lives here, studying them for insights into the world. No one knows for sure who lived here, how to read the script or what the odd green metal that money found here is made of. Baboon clans live here, claiming it was their home but can't explain what happened to it. Or why much of the art is not baboons. Rooftop gardens tend themselves on the roofs of the buildings, watched over by the Baboons. The Baboons say this will continue so long as they do not abandon their Sacred Time rites.
* Moonbroth Oasis: At night, the lakes here provide visions of things to come, though they can be confusing or misleading. Any Otherworld Heroquest which involves traveling to stars, planets or moons may be initiated here with a bonus to the chance of success. (This varies by the season and movement of the planets.) Onions, olives, and rice are grown by the Oasis people. They also brew and trade a powerful rice wine. The Sables currently control this Oasis. In 1610, Lunar and Sable forces attacked those willing to fight the intruders and crushed them here, leading to the current Sable and Lunar dominance. Ironically, they struck the day before the defenders of Prax planned a Heroquest here to prepare for battle. There is now a Lunar Temple of the Seven Mothers here.
* Ogre Mire: The murder and enslavement of several clans tricked and betrayed and enslaved by the Morokanth led to retaliation by the new slaves, who before becoming Herd Men, pledged themselves to Chaos, who drowned the Morokanth. They ate their would-be masters and became ogres. Ogres still dwell here; every time they are wiped out, new ones appear somehow eventually; it did take a hundred years once, after Jaldon Goldentooth did the job.
* Old Paradise: When Genert's Garden was green and lovely, this was a flourishing city where all were welcome and life was easy. Then Gorpgod ate everyone and the city has been empty ever since. People looking to set up hidden bases seem to like to move here but there's still some lesser gorp running wild here, sleeping until food disturbs it. It is well known that a God-Learner expedition came to grief here, though by now, gorp probably ate all their treasures.
* The Pairing Stone: Anyone seeking to judge the suitablity of a marriage partner may come to this oasis and undergo a Thisworld Heroquest during Sacred Time which will establish if it is wise or not by re-enacting Urox's courtship of Eiritha. It works best if both partners are present. The cult of Eiritha controls this oasis; the Oasis People grow figs, bannanas, and thek, a big bush whose leaves are chewed to get a caffiene hit.
* The Paps: This vast cavernous complex is home to temples to many Earth gods and goddesses. It is dominated, though, by the priestesses of Eiritha, Mother of the Herds, because she is the main goddess worshiped by the women of the Covenant. It remains neutral in all struggles within Prax, aiding all Earth worshippers against Chaos. It is surrounded by a broad region of unusual fertility for the Waste, where springs bubble up and provide water and the heat is lessened. Indeed, inside the caves, it is usually in the fifties and sixties, which seems outright frigid to many Praxians. It is very easy to launch any kind of Heroquest related to the past or the Earth rune from here. Every year at Sacred Time, the Heroquest of How Waha Saved Prax is enacted here. Many treasures are found here, but only a crazy heretic would even try; no one has succeeded since the fall of the God-Learners, but certain treasures, like the Saddle of Flight, which enables Bison to fly, were stolen and not yet recovered. A 24 mile radius around the Paps is 'Sacred Ground', where no battle is allowed; those who violate this rule are attacked by the Earth itself. The Lunars avoid the Sacred Ground entirely. Everyone else uses it as a place for negotiation, trade, and the forging of marriages and alliances.
* Rocky Oasis: This collection of springs is full of rocks; it's great for watering your animals and the plants here grow quickly but it would take huge work to farm it, not that the Praxians want to. The Bison Tribe controls this Oasis. A variety of fodder grows here and various fruit trees: apples, oranges, persimmons, pears, and peaches.
* Ruins of Feroda: In 720, the God-Learners built Feroda at the mouth of the River of Cradles, so they could steal all the Giant Cradles as they came down the river. During their fall, the river changed course and now it sits next to a dry canyon with a thin stream down the middle of it. There are endless rumors of treasures to be found here and horrible deaths to be had at the hands of God-Learner magics.
* Scritha's Cradle: The High Llama people are trying to hold onto this oasis, where the ancient hero Scritha was born and lived, but they are under increasing pressure to either Lunarize or hand it over. The Oasis people grow Edible Rocks, yams, cocoa, tomatoes, and cucumbers here. The Oasis People here claim Scritha as one of their own.
* Scritha's Oasis: A swampy mire of land which is ideal for the Morokanth, who have a holy place here and are trying to keep control of it as Lunar pressure to convert builds up. Angry Impala Tribe raids don't help. Herdmen gather fruits and vegetables which grow wild here in the swamp; there are no true Oasis people.
* The Southern Plains of Prax: This blurs into Impala Run without a clear border; it is a land of plenty of grazing foods, and the result is that everyone fights over it and whoever rules it, rules Western Prax. The Sables now control most of it. The region closest to Devil's Marsh is prone to sudden monster raids.
* Southrest Oasis: Controlled by Lunars and Sable tribe, this oasis gets a lot of caravan traffic and has two caravanseris. During Water Season, cooling wet breezes blow in from the ocean and it is especially pleasant. The Oasis people grow grains for the Lunars, and various greens for the Sables.

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* The Stone Wastes: This is a region of very rocky soil; plants and grass grow in clumps where there isn't too much rock, during the wet part of the year and it's just dead grass and rocks the rest of the year. Some scholars believe it is slowly shrinking and the good lands around the Paps are growing but there's also reason to think that's a cyclical trend, though no one is sure what would drive it.
* Traveller's Rest: This is the largest of the four oases at the fringe of the Bison Plains. It is home to three competing caravanseri's: Kranon Firehair's (a Bison Rider who settled down), the Tumbling Boulder (run by Lunars now), and Tarkalor's Inn (run by Sartarites).
* Tourney Stone: Once a year, during Sacred Time, the chief priestess of Eiritha at the Paps comes here and invites all Urox cultists to compete for her hand in a year-marriage. The Winner becomes the commander of the forces at the Block as his main duty. He also gains the ability to lead people between here, the Paps, and the Block by hidden roads enabling transit between any of these points in a single day.
* The Waste: Tainted by chaos, hideous storms sweep this region, which is full of scorpion-men and sometimes worse creatures. It extends far eastwards.
* West Scritha: From here, you can look down giant cliffs to Pavis County or you can graze your herd animals fairly well. It's very hot but grass grows and you can use the hills to hide from the sun part of the day. Central West Scritha rises into high mountains and in the north, it turns into rough, volcanic badlands. Some parts of West Scritha are wet enough to have trees! It is named after Scritha, an ancient warlord who first controlled this region.

* The Stone Wastes: This is a region of very rocky soil; grazing plants grow in clumps where there isn't too much rock, during the wet part of the year and it's just dead grass and rocks the rest of the year. Some scholars believe it is slowly shrinking and the good lands around the Paps are growing but there's also reason to think that's a cyclical trend, though no one is sure what would drive it.
* Traveller's Rest: This is the largest of the four oases at the fringe of the Bison Plains. It is home to three competing caravanseri's: Kranon Firehair's (a Bison Rider who settled down), the Tumbling Boulder (run by Lunars now), and Tarkalor's Inn (run by Sartarites). The Oasis people here grow food like that of Sartar and Heortland, as they largely cater to such folk. The barley beer is especially fine.
* Tourney Stone: Once a year, during Sacred Time, the chief priestess of Eiritha at the Paps comes here and invites all Urox cultists to compete for her hand in a year-marriage. The Winner becomes the commander of the forces at the Block as his main duty. He also gains the ability to lead people between here, the Paps, and the Block by hidden roads enabling transit between any of these points in a single day. This is not a full-blown oasis but there is enough water to support the competitors and their herds.
* The Waste: Tainted by chaos, hideous storms sweep this region, which is full of scorpion-men and sometimes worse creatures. It extends far eastwards. Lunatics sometimes enter it because you can start Great Darkness Heroquests here or in hopes of finding artifacts from that age.
* West Scritha: From here, you can look down giant cliffs to Pavis County or you can graze your herd animals fairly well. It's very hot but herd plants of every kind grow here and you can use the hills to hide from the sunny part of the day. Central West Scritha rises into high mountains and in the north, it turns into rough, volcanic badlands. Some parts of West Scritha are wet enough to have trees! It is named after Scritha, an ancient warlord who first controlled this region.
* The Wetlands: This region of marsh is a remaining holding of the Morokanth, who are well adapted to conditions here and are said to have a temple to their special divine patron hidden somewhere in the muck. Further, there is known to be a God-Learner ruins around here somewhere. Or maybe the Morokanth made that up to lure in future herd-men recruits. Small clans of Newtlings live here, serving the Morokanth.

Prax

[[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

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.)

Geography

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.

Seasons:

  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.

Oases

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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