The deserts of Noon are inhabited by two peoples. The cavern dwellers, who retreated below ground as the Sun's motion changed, and the desert peoples who stayed above and - somehow - changed so that they can survive the desolation that was their ancestor's home.
The subterranean cities of the cavern dwellers are one of the great marvels of the Spheres. The great Crystal Towers, reaching above the surface, funnel light and fresh air into the depths. The largest of the caverns, carved out by some great magic, are vast, with ceilings many times the height of a man. The cavern floor is covered in soil, in which grass, shrubs and even small trees grow. In the gardens of The Preserve, one might think that one was in a garden above ground, if it were not for the fact that the false sun does not move.
Elsewhere the nature of their home is far more obvious. They have few animals, although chickens are not uncommon - so meat, other than poultry, is rare. They do not light fires - smoke fouls the air. Instead light and heat are piped into each dwelling. These pipes are of glass, covered in fine gold leaf - but do not think to steal - the works of their ancestors are sacred and the penalties severe. It is said that the great pipes - those in the Crystal Towers, and those that power the Sun-Fire Forges - are made from massive rubies. If so they must be larger than any jewels I have seen - indeed, I have seen smaller boulders !
While the caverns show the power of the peoples who inhabited the land now called Noon, their descendants are much diminished - not least in their numbers. The caverns support only a fraction of the former population, and they have no room to expand. Their mages spend most of their time maintaining the magics which permit their survival. They no longer have the resources to expand their dwellings and they live in fear of the day when their efforts will no longer be enough. Although kindly by nature they feel forced to make harsh rules to protect their way of life. Anything that threatens their world is a crime, and crime is often punished by exile - a near certain sentence of death.
The desert peoples are very different. They are like no other people I have seen - lightly built, with skins of the deepest black and hair bleached white by the sun. As might be expected the element of Fire is strong in them, and they are quick to anger, and often violent. Like the desert they are often harsh and inflexible, and sometimes cruel.
However, their virtues should not be overlooked. They are honourable, brave and hospitable - although one must always be careful not to offend them ! They have great powers of endurance and can somehow survive on remarkably small rations of food and water.
Trade with Noon is difficult, but not impossible. It is easiest to trade with the desert folk - if they cannot use the goods themselves, they will trade them to the cavern dwellers. The cavern dwellers produce many things valued by the desert folk - honey, silk, and weapons - including the Sun-Swords, prized throughout the EverBright lands.
If one is brave and hardy, one could approach the cavern dwellers directly. If one survives the desert - and it's inhabitants - there is potential for great profit. It is rumoured that the Order of the Silver Nail will pay highly for Sun-Swords.
Everway is copyright Rubicon Games 1996. Everway is a trademark of Rubicon games. This document is not intended as a challenge to those rights.
This document is copyright Paul King 1997.