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==Setting== {{main|Dying Earth subgenre}} The stories of the ''Dying Earth'' series are set in the distant future, at a point when the [[Dying Earth subgenre|sun is almost exhausted]] and magic has reasserted itself as a dominant force. The Moon has disappeared and the Sun is in danger of burning out at any time, often flickering as if about to go out, before shining again. The various civilizations of Earth have collapsed for the most part into decadence or religious fanaticism and its inhabitants overcome with a fatalistic outlook. The Earth is mostly barren and cold, and has become infested with various predatory monsters (possibly created by a magician in a former age). Magic in the Dying Earth is performed by memorizing syllables, and the human brain can only accommodate a certain number at once. When a spell is used, the syllables vanish from the caster's mind. Creatures called sandestins can be summoned and used to perform more complex actions, but are considered dangerous to rely upon. Magic has loose links to the science of old, and advanced mathematics is treated like arcane lore. The Dying Earth exists alongside several Overworlds and Underworlds. These help add a sense of profound longing and entrapment to the series. While humans can, with relative ease, physically travel to the horrific Underworlds (as Cugel does on several occasions, to his dismay) the vast majority of the population are only capable of mentally visiting the wondrous Overworlds through rare artifacts (e.g. through the "Eyes of the Overworld") or dangerous magic phenomena (such as the ship Cugel encounters in the deserts). Though they can look at the wonders and pretend they are really there, humans can never truly inhabit or escape to these utopias as their physical bodies remain stuck on the Dying Earth and will die with the sun regardless. These siren-like visions of paradise lead to the deaths, insanity, and suffering of many, especially during Cugel's journeys. While most remaining civilizations on the Dying Earth are utterly unique in their customs and cultures, there are some common threads. Because the moon is gone and wind is often weak (the sun no longer heats the earth as much) the oceans are largely placid bodies of water with no tide and tiny waves. To cross them, boats are propelled by giant sea-worms. These worms are cared for and controlled by "Wormingers". In addition, the manses of magicians, protected by walls and spells and monsters, are relatively common sights in inhabited lands.
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