![[z_Publish/_assets/Ozythar.png]] # General Info *Continent of [[2-World/Planets/Elandor.md|Elandor]] · the desert continent · home of the frontier and the thunder-guns* Ozythar is a continent of sand. Endless dunes roll across its heart, the sun is merciless from dawn to dusk, and the nights are cold enough to crack stone. North, the dunes run out against the snowfields of [[2-World/Continents/Ilythar.md|Ilythar]]; east, they give way to the forests of [[2-World/Regions/The Verdant Expanse.md|The Verdant Expanse]] in [[2-World/Continents/Aurethis.md|Aurethis]]; everywhere else there is the sea. People live here anyway, and they are proud of it. Caravans cross the deep desert from oasis to oasis, guided by goblin clans who know every well. Along the one great river, the Rustwater, a string of dusty frontier towns has grown up: wooden storefronts, saloons, trading posts and cattle pens, each one a few days' ride from the next and each one mostly left to look after itself. ## Two Ozythars - **[[2-World/Regions/The Sunscar.md|The Sunscar]]**, the deep desert: dunes, salt flats, buried ruins, and the great oasis-city of [[2-World/Hubs/Zahrimar.md|Zahrimar]]. - **[[2-World/Regions/The Rustwater Frontier.md|The Rustwater Frontier]]**, the south-east: the river, the scrubland around it, and frontier towns like [[2-World/Hubs/Copperbridge.md|Copperbridge]] and [[2-World/Hubs/Texas.md|Texas]]. ## Thunder-guns Ozythar is the only place in Elandor where firearms are made. Gnome tinkers in [[2-World/Hubs/Copperbridge.md|Copperbridge]] invented **thunderpowder** a few generations ago, and since then the frontier has learned to rely on the musket and the revolver as much as the sword. Outside Ozythar a gun is a rare and expensive curiosity, and most northerners have never heard one fired. ## Peoples - **Humans**, the majority on the frontier and in the oasis-cities. - **Halflings**, who came west along the river as settlers and run half the frontier's shops and farms. - **Gnomes**, the tinkers and powder-makers of the frontier. - **Goblin caravan clans**, who guide, trade and haggle their way across the deep desert. Nobody crosses the Sunscar without a goblin guide, and nobody cheats a goblin guide twice. ## Faith On the frontier people pray to [[2-World/People/Deities/Durnhal.md|Durnhal]] for honest trade and good tools, and to [[2-World/People/Deities/Solenne.md|Solenne]] for water and healing. In the oasis-cities [[2-World/Groups/The Ledger House.md|The Ledger House]] is as busy as any temple. Out in the deep desert, the goblins leave offerings to no god at all, only to "the one who keeps the wells". # Region Details **Dominant Races:** Humans, halflings, gnomes, goblins **Climate:** Vast desert with endless dunes: scorching days, freezing nights, and almost no rain **Seasons:** The hot season and the windy season, when sandstorms close the caravan routes for weeks **Biome vibe:** The Wild West meets the Arabian Nights: frontier towns and revolvers on the river, caravans and buried ruins in the dunes **Regions:** [[2-World/Regions/The Sunscar.md|The Sunscar]] (the deep desert), [[2-World/Regions/The Rustwater Frontier.md|The Rustwater Frontier]] (the river and the frontier) **Major city:** [[2-World/Hubs/Zahrimar.md|Zahrimar]] **Location:** The west of Elandor. [[2-World/Continents/Ilythar.md|Ilythar]] lies to the north, [[2-World/Continents/Aurethis.md|Aurethis]] to the east. # Regions **continent** Places where people live - Cities, Towns, Villages, Hamlets, Encampment, Keeps, Fortresses, Strongholds. - [[2-World/Regions/The Rustwater Frontier.md|The Rustwater Frontier]] - [[2-World/Regions/The Sunscar.md|The Sunscar]] # Capital Cities Groups of people and power - religious, cults, guilds, military