Mara
The island continent where locations such as Est Krabroth, Felirh and Koldrheim lie. Mara is the home to Marans, people who value family through the teachings of their Gods. Marans are politically divided by ruling dynasties such as the Clan Dynasty of Krabroth and the recently unified, Krabroth Klan.
The Wilderness
Between the settlements of civilisation is the vast vibrancy of nature. Decorating the landscape are the rolling hills of Felirh and the mountain ranges of Makar, accompanied by the hardy forests of Mara which have survived for generations. Travellers are to be aware of the dangers which dwell within the wilderness of Mara. The forests are the places which present more dangers as that is often where predators lurk on their prey, but it is wise to keep any eyes and ears out at all times. Packs of Grey Wolves can covertly stalk, and their game, Brown Bears will protect their young if you get too close, and do not forget the Steppe Lions who roam the lands. Hence when heading out to the wilderness, Marans make sure to pray to Karael, Goddess of the Hunt and Harvest for guidance and safe passage through the Garden of the Gods.
The Crimson Nights
"As the blood of the Gods spills all over the Garden of the Gods, their Essence washes over the people also. They'll need it, as the beasts of Mara grow hungry."
For 12 years, after the Crossover of the Suns, Mara becomes a harsh land to live on. Winter nights are colder, summers days are grey, as the spring and autumn harvests aren't as yielding as they could be. Hungry predators hunt whatever they can to survive, as conflicts between the Maran people often rise during this time of the Generation. For some, this is an era of suffering and despair, whilst others view it as an opportunity for change and renewal.
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