So, the Maw of Worlds got you?
An Introduction to the World of Dystelia for the Unititiated
Do not worry, friend; you weren't the first, and you won't be the last.
Spiraling about the southwest coast of mainland Dystelia, the Maw of Worlds is certainly a sight to behold; you should consider yourself lucky you got such a close view and lived to tell the tale. For all its beauty and light, the Maw is one of the most dangerous things in the Dystelian seas. Charybdis, the sea swallowing god herself, lives beneath the water where the Sea of Dusk meet the Far Oceans; were you near, you would know this to be true by the rushing sounds of the water as it swirls into her abyssal jaws. Many a ship has ventured just too close, been trapped in the winds and tides that pull you in with impossible strength, and been rent asunder; once Charybdis has you in her grasp, the time for escape has long since passed.
Now, about you: presumably, you are not from here. Or you are, and you've the worst memory in the Mainland! I jest, and I will continue on the first assumption. You are from a world not so unlike ours, but decidedly different. Dystelia is unrecognizable to you; you know not the dangers of the Maw of Worlds, the far east, nor any of the rest of this land. As I have said, you are not the first creature to be seemingly consumed by Charybdis and survive. In fact, it happens with relative regularity. The Maw of Worlds preexists every civilization here. Throughout the centuries, there have been many souls that have, for one reason or another, washed up on Westwind's shores. Some are men of metal, some are seemingly monstrous, and others appear indistinguishable from Dystelian natives; why the carnivorous waters did not consume them (not that I would be partial to metal men myself, were I her), no one knows for certain.
What is certain is that the veil between worlds is punctured here. Those who survive the journey describe miraculous, far-off lands, with laws of nature so different from ours that it changes even the way we live and war. Quite many of the people that come through seem to be natives of one of two worlds: "Eberron," where the metal men ("Warforged" as they call themselves) make grand machines of destruction and terror, and "Faerun," which seems not so different from us in most respects. There have been others, too, but, from my observations of such planes-travelers, the overwhelming majority came through more obvious portals in these two realms. Those who hail from others typically do not recall the portal at all, let alone entering it.
Regardless of where your home is, I would like to offer my sincerest greetings and condolences: as I've said, the Maw of Worlds kills more oft than it presents life. If there is a way to return to your homeland, I offer the wrong wisdom. Perhaps spellcasters more intelligent than I can one day help you return, but for now, I will help you remain. What follows is a brief summary of important things you may not know as a foreigner that is not covered in the rest of this text. Should you need more detail, simply turn on through the pages.
- Dystelia is in a renaissance: I'm no historian, but the short version is: once there were dragons here. They destroyed everything in their wake, and it is a miracle any sentient creatures aside survived. Now, with the dragons no longer a threat, civilized Dystelia is reborn! Technology is advancing further every day. It may not be quite what you are used to, but you might just see us reach those heights one day.
- Dystelia is elemental: My understanding is that climates and seasons typically come about by celestials bodies in other realms. There are celestial bodies here, no doubt, but they are not that sort. In the far north there lies an island. Probes are limited, but the scientific consensus is this: there lies an orb of concentrated elemental energy here. This orb is of such strength that only elementals dwell here and on the nearby islands. This orb is always in flux, and frequently fires off flares of pure radiant and fire magic to the southeast and southwest. Thus, Dystelia's climate is apparently bizarre compared to other worlds. The far east and the far west are characterized by bone-dry desert while the areas between are more moderate in climate. It might help to imagine the effect to the climate as a horseshoe of warmth, the curve being at the Firelands. The further north one travels, the hotter the average over the seasons. Beyond mainland Dystelia to the south, a dense shadow hangs. If any of the orb's energy could reach that far to begins with, the shadow consumes any remnants. The result is bitterly cold oceans and dark, biting ice plains. People have managed to make a home out of Frosturn, but it's no easy living.
- Dystelia may not be alone: Dystelia is what we call the world, but truthfully, it is only these lands. The far oceans are wide, and as of now, no other land masses have been discovered. Our ships simply cannot make it from east to west coast as of now. Perhaps, with the rise of technology, you could help us settle the question.
- Dystelia is dangerous: As far west as Westwind and as far east as the Great Plains, the dangers are at least forthright. Cities tend to be safe, towns less so, and villages vary wildly. Monsters are scarce, and beasts are plentiful. To the far east and the far west, though, I cannot tell you anything but the barest truth: The Valley of Life and the Preying Wilds consume. Some adventurers have made the journey through the valley and returned wiser for it. They say the heart of the fae kingdoms lies within, and this is why life thrives despite the surrounding deserts. Even so, it is perilous to reach and equally perilous to cross. The Preying Wilds are a different story entirely. No one has ventured beyond the swamp of it that borders Ember Forest and lived to tell. The monsters that remain of our old gods all dwell here. Heed my words, friend: If you enter the Wilds, you will be buried in them.
Timekeeping in Dystelia
Dystelia operates on a 24-hour day like Eberron and Faerûn, but on a 10-month year. The movement of Thanatos, the daylight star, is what determines the time of day, but unlike other realms, the daylight star rises in the north and sets to the south! Lialis, the North Star, is always present in the northern sky; the only time you cannot, or rather should not, see it is when Thanatos rises, lest you lose your sight. It does shift slightly throughout the year, but rarely enough for those navigating the constellations to notice.
Dystelian Seasons
Dystelia has seasons like much of Eberron and Faerûn. They run a bit shorter, only just over 2 months per season, but they are assumed to be determined in a similar fashion: when the Dystelia is nearer to the North Star, be it by tilt or by literal proximity, we experience summer, and so on. These effects are milder than the more immediate Firelands effects, but still make a noticeable difference to the climate throughout the year.
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