Dayim Desert

 
"Dayim" is an old a name as the mystery of the region crowned with it. Though the Tieflings claim to have originated the name, visiting Lorekeepers and Archeologists argue the title is much older. Whatever the case, all thinking creatures upon the continent agree; The sands are as ancient as they are reticent.   Since historical recollection began, a myth has surrounded people's imagination of the Dayim: The Source. The legend tells that when Shards were first discovered, they were found in a great underground vein that eventually led to 'The Source', which was thought to be an enormous deposit of Arcanum from which all mineable lodes originated from. The Tortles who supposedly found them, however, were thought to have drafted secret maps of its furthest points, and sealed off its entrance, so none but their kind could ever uncover the riches of 'The Source'. With time, the Tortes were thought to have forgotten the path to it, its location now a mystery to all. This idea of immeasurable wealth has attracted all manner of explorers, soldiers, and conquerors who have salivated over its potential riches for centuries. But the Sands are cruel and those who have not succumbed to thieves, the elements, or infighting, have had to contend with the Haashir, who guard its borders with an incredible jealousy, their arcane talents unmatched in the Continent.
 

The Tiefling Maroons

Most of Tiefling presence in the Continent resides in the red canyons of Manafiq. There, the Sultanate reaches as far south as when the sands begin and within these borders the Tieflings live by their creed. However, many brave or outcast individuals have often taken to the Desert to make their own fates, despite its innumerable dangers. These desert dwellers are often referred to as the 'Maroons', perhaps due to the burgundy tone of their skin, or perhaps because of their nomadic and often law-breaking lifestyle. Whatever the origin of their naming convention, Maroons have become an important group of people to identify for Tiefling culture, as they differ from Manafi culture in more ways than simply location.
Maroons, for one, often refrain from wearing the Ruband [the head scarf that covers the bottom half of Tiefling's faces, a common custom in Manafiq], as the social conventions tied to it aren't a typical necessity in the Dayim.   They also have a very individualistic and intermittent form of prayer and reverence to Thadia, which greatly differs from customs in Manafiq, where reverence is ritualistic and premeditated, with many specific dates and moments where reverence is expected. The lack of seasonal or geographical signifiers means that one is often lost or at a loss for exact time in the Sands, and as such prayer for Maroons cannot follow such strict a code and schedule as in the homeland. Even more appalling than this -- the Manafi Tieflings find -- is the fact that Maroons do a lot of their reverence at night. Thadianism -- and Manafi Thadianism in particular -- emphasizes reverence at day, where Thadia is meant to look over the world and her children. For Maroons, however, the night sky offers reliable navigational references that allow them a chance to have ritualistic and scheduled moments of reverence to their Lady. It is of particular importance for these desert dwelers to locate 'The Pillar' or 'Hanjaria', toward which they must always pray as a thanks to their Blessed Lady. This locational feat is harder to achieve during the featureless expanse of day, but can be done with pinpoint accuracy at night.   Finally, Maroons often follow their own code of morals and justice. Theft is common and there is a marked lack of mercy towards those who cannot survive the desert's tribulations, as it is kill or be killed in its expanse. For strict Thadians, this lack of love and care for the weak is particularly upsetting, as it goes against classical Thadian teachings. Maroon's decidedly nomadic lifestyle is also a source of alieanation for Manafi Tieflings, who emphasize life as revolving around urban centers. But Maroons, who have to contend with Sandstorms, Haashir warriors, scarce resources, and antagonisms between each other, hardly have any other choice.
 

The Migrant Rains

The Dayim Desert is one of the driest regions in the whole of the Continent. A lack of sizeable rivers, rainfall, or incoming storms means the 'Endless Sand' remains mostly hot and arid all year round. However, a clade of clouds often appear on the horizon, sluggishly moving through its enormous expanse and gifting life to the places where it plants its shadow. These are known as the Migrant Rains, as they have no predictable pattern known to any civilization -- Wild or Bald -- in the world...save for one. All residents of the Dayim know that the Migrant Rains are not a symbol of hope, but a foreboding shadow, for the Haashir reside under their blessed torrent. Their kind, who revolve their lives around the rains, are the only ones who seem to understand its patterns and show no quarter to those who would dare approach their guarded settlements.
 

The "Way of The Sands"

A tradition that states that disputes begun outside of the Oasis, must be handled outside of the Oasis. Though this meaning is originally literal, Oasis' now often refer to havens of any kind where people commune and live or camp together. The idea is thought to be a universal, timeless convention of life in the dunes, but it is probably more likely to be a Tiefling invention. Anyone at least somewhat savy in Tiefling culture would recognize the similarities with the custom of "Al'aman". The key difference between the two being "Al'aman's" emphasis on conflict, rather than dispute. Al'aman is a a plead for temporary peace between two parties who might fall into, or already have established reasons, to fight. This is usually called for to negotiate terms, ask for merciful leniency, or obtain respite in the midst of long journeys in the Manafi deserts. Al'aman is considered a very sacred practice and is even protected under Manafi law, punishable if violated or falsely declared, and can be requested in even in the largest of cities. The Way of the Sands, however, emphasizes disputes of any kind, as barters and trade deals can frequently lead to bloody conflict in the lawlessness of the Dayim. It's more of a permanent declaration that in a particular communal site, disputes functionally do NOT exist. So disputes cannot even be discussed while in a 'haven', by the conflicting parties, and violators are punished in varied ways that are dependent on who is in the site or wants to enforce it. Death, as a sentence, is not uncommon.
 

The Djinn and The Nameless Ruin

One of the most unique characteristics of the Dayim are its fabled Djinn. All places with life have an embodiment of its arcane will. Yama's 'Yokai' or Hance's 'Demons' are examples. Whether these creatures are thinking or unthinking is hotly debated amongst intellectual circles. But the creatures of the Endless Sand are different. Djinn are known to be depicted in Manafi camp stories as trapped entities who grant wishes to those who find them. But this is not the reality, and any inhabitant of the desert could give testimony to this fact. The Djinn are mysterious creatures, often traveling in packs or groups who seek an unknown purpose. Some have claimed that they are sometimes open to dialogue or barter and that they have a liking for the arcane arts. But most survivors of Djinn encounters assert their nature as destructive creatures. The Djinn have been known to slaughter without prejudice and in the Sands, to have survived the Djinn is a source of respect and admiration. They take different shapes and forms, but always humanoid ones and are not extent, it would seem, from sentient wants like desire, greed, or ambition. Though to stumble upon a Djinn or a group of them out in the dunes is a possibility, it is a small one. Most stories that involve their kind are usually set in decrepit ruins.   The Dayim is replete with ruins of some by-gone civilization that are, nonetheless, buried deep in the dunes, and usually spread far apart from one another. In the ever-changing expanse of the Endless Sand, this essentially makes it impossible to find or keep track of. Those who are successful in reaching them are likely to have to contend with the Djinn, as well as untold dangers that differ greatly recount-to-recount. But those who claim to have found these crypts usually emerge with riches or artifacts of untold power. Those who seek these underground labyrinths for wealth, will be greatly satisfied then. But those who seek understanding might encounter disappointment; The symbols and items that have been recovered from their entrails do not tie to any known culture or civilization in the Continent and often don't even seem to have consistency between each other. This is why Scholars of all races have come to know these remains collectively as 'The Nameless Ruin'; Whatever civilization once built and lived its halls is long, long gone...

Geography

The Dayim is a nearly featureless desert where sand dunes reach out as far as the eye can see and beyond.
Races that inhabit the Dayim:
Haashir
Tieflings
Tortles
Alternative Name(s)
The Endless Sand
Type
Desert

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