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The endless deserts of Farah’deen is the dry and windy homeland of the [[Qadir]], as well as the heart of the Qadir’iyye, the Qadir empire known commonly as the [[ Sultanate]] . A seemingly empty, dry, and dangerous land, Farah'deen is actually full of life, trade, and mysteries. In the sheltered places one can find oases, where towns often spring up and water can be found. In between them are the pathless deserts, where everything from sand- ships—which are exactly what they sound to be—to camel caravans, traverse through these regions using only the stars and the occasional rare landmark in the barren lands. With the recent discovery of the [[Sadier Ruins]] (often mispronounced as "Sadder Ruins") by the Qadir, these deserts have revealed new dynamics, threats, and opportunities to those who seek them out.
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Farah'deen is a vast desert land mass with scattered oases, mountains, and sandstone pillars where the sands haven't eroded the stone away quite yet. Always windy, the desert is a literal ocean of sand—it has slow moving waves of sand that shift and change as time passes, making it more difficult to navigate in the region. The oases are often guarded and used by the Qadir who live there, for water is a valuable commodity in the desert of Farah'deen. Most of the trees there are, even around the oasis, small and fairly scrubby, with the sole exception of the palm trees that dot the coastline. The coastline is usually rocky and often covered in cliffs, oceanside grasses, and nesting birds. There are very few waterways into Farah'deen, making travel and exploration difficult, and only recently were the mysterious Sadier Ruins found. These ruins suggest that Farah'deen wasn't always so dry and windy, for these cities are located almost always in places where there are no oases and no old rivers. It is assumed, with that in mind, that the desert was once a fertile grassland region, but some great events lead to its change into the desert waste. It can be noted that there are no [[Seraph]] Ruins in Farah'deen that have yet been found.
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The design for buildings in Farah'deen are usually low and close to the ground, often only two stories tall at the highest (except for the more sheltered locations within city walls) and are generally made of sandstone, quartz, lapiz, and desert woods. Often lacking glass windows to allow better cooling and heating, these buildings are sturdy and efficient to a fault, but are not very elegant or beautiful. Roads are often made of sand and gravel, with some cobblestone and other materials in larger cities. The people are strong and sturdy like their houses, but with greater grace and beauty. All in all, the architecture of Farah'deen reflects the harshness of the land and the prices of living there. In this land of sun and desert and wind, only the strong and smart survive, and that plays out into every living thing that dares call the Ocean of Sand its home.
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==Flora and Fauna==
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Besides the Qadir, Farah'deen is home to a number of creatures unique to the land. The most iconic of these are the camels, with their single, dual, and occasionally triple humped backs. They are beasts of burden which are often used in caravans to transport resources and goods over long distances. Other creatures native to Farah'deen are an endless number of scorpions, numerous rock- dwelling spiders, and a surprisingly large number of butterflies. Larger creatures, like jackrabbits, desert mice, sand voles, and sand snakes, will often make a quick snack out of those insects that sit near the bottom of the food chain. Hawks, eagles, and other birds of prey can be found throughout the desert—some native and others that escaped handlers—hunting all the smaller creatures.
Arguably the most dangerous desert dwellers of Farah’deen , however, are the Sadier. The name originates from the low moaning they give off by existing, which the Qadir said was "Sadder". With their accent, the term swiftly became "Sadier" and passed into the language as the name for these creatures. The name is fitting, for these beings haunt the ruin of an ancient civilization that appears to have died out except for these entities. It is assumed they are ghosts or spirits of the dead from that civilization. They are highly aggressive and territorial beings, similar in nature to the [[ Petralyth]] who guard [[ Seraph Ruins]], and attack in much the same manner, by crashing their sand-built whirling bodies into attackers and shredding skin and flesh from the bone. Unlike Petralyth, magic is effective only if it is wind or earth based magic, though hot enough fires can melt their sand bodies, petrifying them into a puddle of angry glass. Sadier Ruins are similar to Seraph ruins but more blocky and squared off. Pillars are still round, but instead of arches, the Sadier appear to have used gate-shaped designs for most of their structures. This appears to have been a choice rather than the inability to make arches, as archways are found in places.
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Farah'deen is home to the Qadir, and is the land of their origin. It is also home to their great empire, the Sultanate, which is officially called the Qadir’iyye. This is a political, economic, and military equal to the [[ Regalia|Regalian Empire]] and shares remarkable similarities to that empire. Adversely, their culture is quite the opposite from Regalia’s. Where Regalia is strong in naval power, the Sultanate is strong in land-based power. Likewise, Regalia is wealthy in trade and the Sultanate is wealthy in industry. Regalia is spread out, while the Sultanate is fairly dense (being limited mostly to desert regions of Aloria). As rivals, neither Regalia nor the Sultanate have the military power to best the other in their natural element (oceans and land respectively). This has led to high tensions and near war for decades but has never actually broken out into open warfare. For now, both sides are willing to simply harass one another and not find out who is truly the more powerful of the two. Meanwhile, trade between the two entities is fairly common, with Regalian merchant vessels docking at Qadir’iyye port towns to offload resources which the Qadir then refine and sell back at a somewhat higher price. In the end, nothing will change with the love-hate relations between Regalia and the Sultanate, only the names and dates.
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==History of Farah’deen ==
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fairly mysterious and unique land, in that its history before the Qadir is very unclear. Many believe that the sands and crippling heat are a fairly new phenomenon, and that before the land consisted of vast deserts, it was comprised of plains and mountains. This mindset comes predominantly from the Sadier, whose ancient ruins are rarely near any water sources, and whose architectural structure is less practical in the desert. Having pretty looking pillars and gate-shaped designs, instead of plain, blocky buildings that would eventually be worn down by the whirling sands, these structures suggest a sort of regality among the Sadier culture—not lavish, but decadent enough. Any indicators of Farah’deen’s past before the Qadir, however, are all ancient history.
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Qadir’iyye Sultanate, according to history books, began over a thousand years ago. While the origins of where Qadir began are unclear, it is theorized that they were a wayfaring group of Seraph or Meraic survivors who found their way onto the continent by the time it was already a sandy wasteland. As they evolved to be better suited for the harsh conditions, they eventually became what we know nowadays as Qadir. Their civilization was very primal at first, consisting of a spattering of clay huts and relying on primitive hunting to feed themselves. However, very soon they began expanding and growing, and while their architecture is still more practical than decorative, they created a government structured around their Sultanate and expansive, lavish palaces to house their leaders. For centuries, the Qadir and their Sultanate lived in isolation from the rest of the world.
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However, as of the last century or so, the deserts of Farah’deen were proving to be less than accommodating for their growing numbers. As a result, the Qadir began to expand to other continents, creating trade routes and relations with others around Aloria. This was when they first made their appearances around the world and began to grow influential. Adversely, they found that their culture was drastically different than most, from a religion unique to their people, to a social structure not found elsewhere. Even their views on magic were different, setting them apart from the rest of the world. To this day, the Qadir remain adamant on who they are as people, and despite the opportunities opened up with the rest of the world, most insist on staying within Farah’deen’s harsh climates and conditions.
Farah’deen’s history and culture is mysterious and as unrelenting as the sands which plague its continent, creating a unique new land for people to live in, or waste away.
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*Written by [[ User:Mecharic|Mecharic]] and [[User:Ryciera|Ryciera]].
*Processed by [[User: Ryciera|Ryciera]] .
Qadir, Songaskia, Ailor, various others|
Scripters, Nationals, and Finders Qadir, various others|
|Flora and Fauna|
Farah’deen is an ancient landmass home to the Qadir Race for centuries. That ended with the rise of the Songaskia in the wake of a devastating event that shattered the Qadir’s dominance. In the years following this event, the Songaskia formed their own political body and came to dominate much of inhabitable Farah’deen either in physical territory or in politics. Recently, there have been many battles fought in Farah’deen’s shifting sands resulting in large-scale destruction of these inhabited spaces. Farah’deen’s sands, however, remain as vast as ever and unaffected by all of these conflicts, tracks of brutal desert which consume the remains of these battles like a slow, but ceaseless tide.
Farah’deen is an ancient land, but curiously no Seraph ruins are known to exist on the continent. Some imagine what ruins do exist were worn away to dust by the desert storms millennia ago, or the ruins are now buried under the ever-shifting dunes. The first Race known to inhabit Farah’deen were the Qadir (then called the Sariyd), whose early years are unknown even to the Allorn Empire. Contact was only made later when the Sariyd had expanded themselves out to the coastline from their continent’s rugged interior. Most of the general public of Aloria think Farah’deen hasn’t changed in centuries, or the Cataclysm made the region into a desert, but in actuality, both of these statements are inaccurate. In the past, Farah’deen was arid, but it was nowhere near as harsh as it is today, with expanses of dry but arable plains, several notable rivers alongside the deserts which would eventually largely consume the continent. Oases in these deserts were also more common. Overall, life was hard but not the daily life or death struggle Unionist Ailor often use to help find some sort of bond with the ancient Sariyd. In this ancient past, the Sariyd Empire rose to encompass coastal, inland and offshore holdings in Farah’deen. Many assume the Sariyd controlled all of Farah’deen, but instead they merely controlled large swaths of it, mainly the most habitable areas, keeping away from more hostile terrain. The Sariyd Empire remained far removed from the activities of the Allorn Empire, even though Qadir did travel to Daen. Some of these Qadir were guests of Altalar leaders interested in the mechanical marvels the far-off Race could produce, but the majority were slaves quickly taken in rapid, fierce raids. But over time, the Sariyd’s strife with the Black Desert Dragons began. Gradually, their society split apart into three subgroups, the Nationals, the Scripters, and the Finders, each with their own ideals. The Nationals were the group with the biggest population and sought to push back against the attacks of the local Dragons rather than to surrender to them, like the Scripters. These local Desert Dragons, long a source of great power in the area, soon found themselves involved in power games and manipulations across the continent against this growing threat. Ultimately, mutual retaliation escalated this conflict greatly, and the Red Hunt was declared by the Nationals, an effort to exterminate a dangerous, powerful foe in the form of the Dragons. But this action would eventually lead the Qadir to ruin.
Beginning in 300 BC, the Hunt lasted two centuries, and in the end the Desert Dragons fled into the deep interior of the continent, to their most sacred place. The Qadir pursued them with their Great Gear Armada, and in the Dragons’ final moments, they unleashed the Great Storm. It wiped out the entirety of the mechanical army, and before spreading across the whole of Farah’deen in a matter of days, consuming cities, towns, and killing millions of Qadir. Whole valleys were ripped from the earth, animals perished, and when it was all over, Farah’deen was a harsher landscape than it had been before. Much of the arable land had been consumed by the sands, which now made up new and unexplored deserts. The Sariyd Empire was also brought to its end, its capital wiped out of existence with even its ruins being lost. In the months following the event, those Qadir that survived came crawling out and were barely on their feet when the Songaskia arrived. The Songaskia were born of Dragons, taught in their ways of manipulating the elements and their appearance. They surged across the Sariyd Empire’s former territory, capturing cities and bands of Qadir roaming the desert over the coming decades. The Songaskians proved to be a different beast than the Sariyd Empire as they immediately sought to slaughter their captives and spoke of the glory of the sun, how its blinding might had made them and the world around them in the image of the Dragons. All Qadir had to be cleansed for this vision to be met, and so the once exalted Race fled over the sands, far and wide.
Over the following centuries, the Songaskians would form the Songaskian Masaya, a vast body that claimed thousands of miles of Farah’deen for itself. The Songaskian religion was extensively spread but this halted when it reached the north of the continent. Of the states found there, Hadravya was strangely of an Ailor-majority, and had already been converted to Unionism. The Masaya, upon learning of this, was furious, but as it looked out to the world beyond their shores they came to realize that many other Races existed in the world, as well as the prevalence of the Ailor and the Regalian Empire. Over time, the Masaya incited Hadravya’s neighbors to war with them while also expanding their regional influence. Additionally, the Songaskians found their expansion up the Almina Peninsula thwarted by the rapidly united Qadir Hadr. The Masaya waged wars and battles against these states but did not break them, resulting in their nation turning inward to strengthen themselves and their armies. Farah’deen was silent for a number of years, only the occasional battle occurring in the Peninsula or in the north as the Masaya watched Regalia watching them, playing a cold war game where neither side had an advantage. This ultimately changed in 302 AC.
The First Songaskian War saw large-scale battle by Songaskian Masaya troops against Regalian forces both on and off of Farah’deen. In the aftermath, the Masaya saw great political upheaval in its capital city as the Massya died and his rightful successor survived a coup by his uncle by fleeing to Regalia. Farah’deen’s nations then rebuilt from the damage they had suffered in the war and ultimately, continued to recover in the aftermath of the Bone Horror Crisis which struck their continent. The next major conflict was the Second Songaskian War in 305 AC, which saw Regalia take the fight to the Songaskians in fronts of land and sea. While the result was ultimately mixed, the young Massya returned and was able to take the throne, his relative thrown down but still a political threat. The Songaskian Masaya now rebuilds itself, and tensions are building once more between the Massya and his uncle. It is important to mention all of these events only take up one strip of land along Farah’deen’s northwestern coastline, with thousands of miles of deserts and mountains stretching onward for as far as the eye can see with no civilization known to exist in these regions. In that respect, Farah’deen is still a mysterious and perilous continent.
The Qadir now navigate a new world with a deep determination to survive.
Farah’deen is found to the far southeast of the Regalian Archipelago, southeast of Essalonia and directly east of Oldt Era. It has the Seas to Sihai-Loong to the north, the Warmyn Ocean to the northwest and the South Passage Way Ocean to the southwest. The continent displays a wide array of warm climates, from scorching and cracked earth flats to dynamic majestic yellow dunes of sand. Some of these dunes are also colored various shades of red, most believing it to be the remains of Ferr-Iron deposits or other minerals, while others think that they are sites where Dragon blood was spilled. The weather in Farah’deen is also varying degrees of warm, from balmy to scorching, with rainfall only occurring along the coastlines and in northern Farah’deen. The most common form of weather are the sandstorms which blow up and bear down on anything in their paths before dissipating, some lasting mere minutes while the longest next to the Great Storm was a front called the Lesser Storm, which lasted two days. However, much of the continent has also not been explored, and when describing its geography, all references will refer to a stretch of land along the continent’s north, northwestern and western sides as can be seen on any Regalian map. In the south of this region and at the doorstep of the thick Almina Peninsula sits the Desert of Ouelessaboulefassabagougou. The desert represents the end of the Masaya’s formal territory. The remainder of the Peninsula is a combination of ridges, small mountain ranges, and minor deserts. North of this sits the Desert of Banforakoro which rests between Dayirawia Bay and the Banfo Mountain Range, a colossal range of dark brown rocks that stretches into Farah’deen’s interior. Above this is the Desert of Khgargoro, a region considered the most “pleasant” of the deserts given that its numerous oases provide water to travelers and the local settlements.
Next, jutting out into the water, is the bulged Baouele-Mbene Peninsula which holds the Desert of Khatil-assatola. The eastern ranges of this desert hold the capital city of the Songaskian Masaya, Korbamakora, while the western coastline also possesses the most Pearl Cities out of the other regions of Farah’deen. These cities are known for their great white circular walls, hence the term “Pearl City”, and were former fortresses of the Sariyd Empire before being conquered by the Songaskians The Peninsula is also the most arable, with a series of sparse, dry grass plains peppering the coastal areas. Many have since been converted into cropland for Opium and other local essentials. The Desert of Bouinaptoii rests above while, to the northeast, the final expanse of desert exists, the Desert of Idalbile. The sacred Kouriyasui Mountains rest near the border of these last two deserts and can only be entered by Songaskians unless the Massya or his councilors have given special permission. The Desert of Idalbile’s northern front borders the Juguou Islands, the term used to refer to what was once a northern peninsula of Farah’deen but ended up shattered in the Cataclysm. Made up of two large islands, surrounded by smaller ones, the region is home to minor nations and serves as a stepping stone over the southeastern Essalonia, which has further Songaskian and Ailor controlled states. As for the edges of the continent at large, Farah’deen’s coastline comes in only two varieties: sandy or rocky. Some of the rocky regions have cliffs, making them particularly hard to reach. Much of Farah’deen’s western coastline is also dominated by forts and pearl cities, with specific and well-traveled routes leading to each in order to help trade and maintain security on the harsh continent.
Farah’deen flora is, unsurprisingly, extremely lacking in diversity. Despite the massive size of the continent, the Great Storm proved unable to shake only a scant few plants which then went on to be spread across the continent by trade and natural processes. The most well known is likely the Dragonflower, a flower commonly known to Regalians for uses in a variety of spicy meals. The flower, while having a wide spread across several humid areas of Aloria, is most commonly a symbol of Songaskia and once they have widely embraced. The plant is also part of local culinary customs for both the Qadir and Songaskia. Another plant known to have spread beyond the borders of Farah’deen is Nightshade, which originated on the continent as a tool of assassins and killers and has since evolved into a tool of political machinations. The Roughvine is also a plant capable of surviving on Farah'deen, well known to Qadir and Songaskian society for its ability to rapidly spread across a surface. They are most populous in and around the pearl cities of the western coastline where efforts are constant to remove them, in order to prevent their spread into the city as well as their staining presence on the pristine white walls.
Farah’deen, despite the devastation of the Great Storm, has a variety of wildlife either hardy enough to resist the event or which survived by mysterious means. Some of the most well known animals are the Thunderbird and Saruhanna Sand Ant respectively due to the recent exposure given to northern Farah’deen, where both species live. One is a multi-colored bird seemingly attracted to lightning strikes while the other is a large and silver colored species of ant native to southern Saruhanna. Another native creature is the Bakhshuna Jamal, a humped and skinny quadruped animal of burden known for its long neck, its ability to walk on the sand and its ability to retain water for days, if not weeks. On the smaller side is the creepy Ekhton Rafiqua, an arachnid creature which populates the dark areas of many a city and Hadritya. On the larger side, however, there are animals such as the Farah’deen Dune Worm, a colossal tunneling worm which erupts out of the desert sands; and the Gargantuan Stoneback Phant, a massive lumbering beast of the desert who can drain an entire oasis dry to sate their bodies’ vast needs.
The Songaskian Masaya has ruled over huge swathes of Farah’deen for over three centuries at this point, and while recently facing setbacks, still retains much of their local power. Their objectives are twofold: to spread the glory of the sun across the entire continent and to subject the other, lesser Races to their ruling. The Masaya, despite this extreme attitude, is well known for its openness and pluralism with other Races, accepting migrants and more into their lands. The Masaya, while neutral toward Regalia at current, does still have its own agenda, though it has also dialed back on its former stance about most of Regalia’s local allies.
- For information on the Songaskian Masaya, click HERE
Masaya Aligned States
- Saruhanna Kingdom, best known for mysterious underground ruins guarded by the fearsome Sand Ants. The region was settled by Songaskian free agents that moved north at the orders of the first Massya of the Masaya, and they now gain huge dues through their ferries that convey passengers across the Juguou Islands and to the mainland.
- Hos-Hoshanna Kingdom, is a region of particularly religious Songaskian locals. Its people support a holy organization known as the Sun Protectors, who travel Aloria with bands of Songaskia and act as guiding warriors that defend the faithful. While the Protectors have faded in prominence, the region has a bitter rivalry with the pleasure-seekers to their north in the Califarra Kingdom.
- Califarra Kingdom, originally founded later than the surrounding nations, and by a cadet branch of the royal line of the Songaskian Masaya. The region professed a “new direction” for the Songaskian people, and turned almost exclusively to the exploration of pleasures and foreign goods. It currently serves as a major port of trade with distant Zhong, while also routinely accepting outsiders, even Unionist ones.
- Burriqa-Akbaal Kingdom, an extremely religious state twisted into such by the Masaya. Filled with savage raiders, the region went from peaceful herdsmen to these brutal attackers when the Masaya forced a religious reawakening on the local populace, to serve as puppets against the Hadravya Kingdom. Since the First Songaskian War though, many of these extreme elements have died out, largely due to Bone Horrors infesting the territory which are seen as the bigger threat.
While distant, the Regalian Empire has left an undeniable impact on Farah’deen through the brutal warfare they engaged in within local territory. Regalia also has regional allies of their own which they have retained for decades at this point, and while those relations have sometimes been strained, the Qadir as a whole are alligned to the Regalians (both given their resources, and the fact that they do not wish to genocide the Qadir out of existence).
Regalian Aligned States
- Hadravya Kingdom, the homeland of the Hadrav’yan Ailor. Whittled away by the jealous Songaskian-dominated kingdom to its north, Hadravya is largely viewed as the gateway of Regalian trade to lands beyond Farah’deen, while also serving as a mecca of Cultures and faiths for decades.
- Confederated Hadriytas, are a collective of over twenty Qadir micronations bound by mutual oaths of defense, and have long held ties to the Regalian Empire. For more information about the Confederated Hadrityas, click HERE
City of Mooriye
- Click here for more information on the City of Mooriye
- Click here for more information on Korbamakora
Watif Esballah Castle
Watif Esballah Castle is a fortress which became much better known to the wider world following the First Songaskian War and the Hadravian War. The Castle was a linchpin in the Songaskian supply lines running throughout the region and thus soon came under Regalian attack. The fortress was seized and then held through an attempt to reclaim it by the enemy. At the end of the war, the Castle was returned to the hands of the Burriqa people, but it has scarcely been occupied since that time, a sand-worn monument to the war, still bearing scars of the conflict. The Castle was built out of an old Hadritya abandoned by the Qadir in the face of a large Songaskian host bearing down on the area. As a result, the structure is a union of Qadir and Songaskian architecture design principles; Qadir cogs and gear designs are suppressed - but still discoverable - and hidden away in the corners of the fortress. The Castle also has an underground well and a small Sun Temple, which once made use of Qadir technology to help redirect and focus light into the chamber during the daytime. The Regalian defenders tore it all out and made the Temple a Unionist one instead, the Unionist symbols still remaining as dust collects on them all.
The Mali Messas are a series of unique formations found in northern Farah’deen on the Juguou Islands and are entirely claimed by the Hos-Hoshanna Kingdom. How they were created is anyone’s guess, but many of the local towns of Hos-Hoshanna are built within their shadow or on top of their flat surfaces. The landforms offer a variety of formations, and much of the rock found in them is red. The locals view the formations as being blessed by the Sun, baked by its rays in the same way as pale Ailor skin. The majority of the formations are large flat surfaces jutting up out of the landscape with high cliffs leading up to dry, sparse brush tops. Others are more narrow, eroded by time into a single thick pillar with a hill of sand surrounding the base. A rare few have natural arches, caused by irregular erosion which opens up the middle, or has worn down a single formation into two columns joined only at the top. They are littered with altars to the Sun, some of which are small and simple, while others are decorated with Gold and Amberite. Some have also taken to painting alcoves and the tops of the Messas with white paint, in a reflection of the tattoos most Songaskian religious figures wear on their bodies. This artwork is often simple, but highly symbolic with abstract aspects meant to convey a variety of ideas.
The Shadow Canyon is a dark, cold chasm in Hadravya feared throughout Aloria. This cut in the earth was discovered in 186 AC and the first expeditions into its caves and depths began almost immediately the same year. Barely half of the first expedition team returned, and they did so with terrifying tales of blind but ferocious underground monsters, all horrible in appearance and in intense competition with each other. After a time, a theory developed: hallucinogenic gas. A Dwarf who accompanied one of the later exploration teams reported none of the same horrors as the rest and instead only detected an odd smell as he lingered at the back of the group. He was suddenly bowled over by his fleeing companions and knocked unconscious. He heard no bestial noises or crashing rocks, just Human screams and running feet. Regardless of the truth, the Canyon became infamous to the sun-loving locals who turned it into a place of ultimate trial as the sun only touches the floor of the narrow, vertical Canyon for a minute or two each day. The formation is a mile long with a sloped floor that leads in and out of the location. At its deepest point (several dozen meters down at the middle) exists a honeycomb of cave entrances, outside of which is written in all three major regional languages “Enter to test your devotion to the Sun, illuminate the darkness found within in honor of Its name.” No one has yet to return successfully from even one of the expeditions launched, either the whole group vanishing or only stragglers emerging with the same manic tales of beasts.
- Ancient Qadir myths speak of sand demons referred to as Sadiers; beings dressed in ragged bands of cloth who vanish with the shifting dunes and who control the sands seemingly on a whim. Some believe these are Dragons in humanoid form while others believe them to be part of a Race located deep in Farah'deen. They are, in fact, Ordial entities that Songaskians take pains to eliminate due to the danger they pose the living.
HydraLana on 06/19/2022.|
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