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A new world.

So the ten-year-old is getting into D&D, so I went and made a world for her.

The Fedhir Nation.

(It gets easier, as you get older, making worlds. —I merely filed incriminating details off of this, and added a sprinkling of these. —Voila!)

Of course, almost all of this will never be seen; it’s all just airy atmosphere. Ambience. From the notices sent forth to candidates:

No Dwarves! No Elves! No Half-Anything! —Otherwise, whichever Bob you like might be your uncle. —You’re newly minted adventurers headed for the city known variously as Ossrond, Othronn, Ethrynn, Ndu Kemen, Sunso, or, most formally, as Nueämbar—a fantastical outpost of the Elven Empire (the Fedhir Nation), anchor of commerce and urbanity on the great green Coast of Flies (the Gnat Palastor)—and site of the Elves’ great and terrible defeat of the Dwarves, mumblety-mumble years ago. —It’s the darkening days of autumn, and great huracanoe-storms are building out in the Circled Sea to herald winter with tree-lashing rains. Fisherfolk, merchants, coffee-farmers and tea-distillers, brontosaurus-herders, mountebanks and mendicants, the landless houseless peoples all along the Coast of Flies are streaming to the fabled groves of Nueämbar and the vasty caverns within—or rather, the fabled caverns, and the vasty groves within—for shelter in the coming cold wet wind-tossed season. And you are there, among the raucous hordes! —If you’d like a glimpse of this wondrous city before we arrive, look up images of the Son Doong cave system, and imagine a dozen Rivendells tucked here and there, like kudzu creeping into Khazad-dûm.

So: pants-seated night-flown Adventure in dragon-adjacent dungeons! —Further bulletins as events (and the dice) warrant.

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