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The Viper’s Vein

"The Viper’s Vein is no path, it’s a trial by the gods themselves. If you survive it, you’re reborn, if you fail, your bones are added to its legend."
— Liiva Dotess, High Priestess of Dykuma
    The Viper’s Vein is an ancient path of treachery and legend, winding across the rugged northern edge of the Axina Mountains. It connects the desert cities of Vivosed and Mortiferum, offering a tantalizingly swift but lethal shortcut through desolation. Cutting through blistering sands and jagged cliffs, it is haunted by bloodthirsty predators, vengeful spirits, and eerie whispers carried on dry winds. Rumored to be cursed by forgotten gods, it is both feared and coveted, a gamble of life and death where fortune favors only the ruthless and the relentless. To walk the Vein is to face not just the dangers of the land, but the dark trials of the soul.

Geography

The Viper’s Vein cuts through a rugged and varied landscape, shaped by the collision of harsh desert sands and jagged mountain rock. The path’s geography is defined by its blend of barren, wind swept expanses and steep, rocky inclines. It’s geography combines arid desolation with perilous heights, each twist of the route offering either a narrow passage to survival or a sharp turn toward oblivion.   Narrow Mountain Passes: The path weaves through tight, rocky passes that run along the northern edges of the Axina Mountains. Steep cliffs and jagged ridges dominate, with loose gravel and sharp rocks underfoot. Some sections hug the mountainside, offering breathtaking yet deadly views of the barren plains below.   Sand-Cut Ravines: Deep, winding ravines scar the landscape, carved by centuries of shifting sands and rare flash floods. These natural channels create treacherous drops and hidden pitfalls, often filled with loose scree or sudden sand drifts that shift beneath unwary feet.   Rocky Plateaus and Outcroppings: The Viper’s Vein occasionally opens onto small plateaus and rocky outcroppings that offer brief reprieves from narrow ledges. These spaces are often windswept and exposed, but they serve as natural waypoints for resting or scouting the land ahead.   Salt Flats and Dune Edges: As the path crosses from the Calidus Harena to the Calidus Saburra, it skirts the fringes of expansive salt flats that shimmer in the scorching sun. Beyond, sand dunes rise like rolling waves, adding both beauty and disorientation to the journey as they shift with the relentless desert winds.   Caves and Caverns: Numerous caves line the northern slopes of the mountains, many of which serve as lairs for ogres, witches, or bandits. Some of these caverns plunge deep into the mountain's core, hinting at abandoned mines or lost passages to the rumored dwarven tunnels below.   Eroded Spires and Stone Arches: Ancient sandstone spires, weathered by centuries of wind erosion, dot the landscape. Natural stone arches form eerie gateways, marking significant points along the path, such as where the Viper’s Vein curves into a new direction or crosses into a more treacherous region.  

Useful Landmarks Along the Viper’s Vein

The Viper’s Vein is dotted with a handful of landmarks that serve as vital navigational aids and occasional refuges for travelers attempting to survive its treacherous passage. These landmarks offer a fragile lifeline for those daring to navigate the Vein's unforgiving terrain.   The Stone Tongue: A natural rock formation resembling a long, forked tongue rock formation that rises sharply from the ground near the midpoint of the Vein. It is a crucial navigational marker, at dawn, the sun aligns with its eastern end, guiding travelers toward Mortiferum.   The Screaming Pillar: A tall, holey stone spire that emits eerie, haunting wails when strong winds blow through it. Its distinctive sound alerts travelers of approaching sandstorms and provides a waypoint for finding the safest path through shifting sands. Some believe it to be the resting place of a betrayed wanderer, whose spirit tries to warn travelers of impending doom.   The Blood Oasis: A small but vital oasis located near the southern edge of the path. Named for the reddish hue of the water from the iron-rich soil, it is one of the few places where travelers can find water, making it both a necessary stop and a risky gamble. Legend claims that it’s cursed by a desert spirit who demands an offering for safe passage.   The Ruins of Karthan: The remnants of the once thriving outpost of the ancient Karthan Empire, now haunted and crumbling. Though filled with ghostly tales, the ruins offer temporary shelter from the sun’s harsh heat and sandstorms, with remnants of old supplies or clues to hidden passages through the mountains. Brave or desperate travelers might seek shelter here, but the ruins are believed to be haunted by whispers of madness.   The Forked Sun Arch: A natural stone arch that stands where the Vein begins its descent into the eastern desert. Local lore claims passing beneath it at sunrise offers good fortune, but it also serves as a reliable indicator of the path’s final stretch toward Mortiferum.

Ecosystem

The ecosystem here is marked by aggression, adaptation, and survival, where life clings fiercely to existence in both the scorching sands and the rocky mountains. Every creature and plant along the Viper’s Vein plays a role in a brutal, self-sustaining cycle that mirrors the path’s own deadly reputation.

Localized Phenomena

The Viper’s Vein is not only treacherous due to its natural and supernatural inhabitants but also marked by strange and dangerous phenomena that affect both the desert sands and the mountain passes. These localized phenomena can be as deadly as the path itself, often turning the journey into a battle against the elements and the arcane.   Glassstorms: Sudden, violent sandstorms that whip up fine, glass-like particles from the eroded salt flats. These storms are capable of shredding skin, cutting visibility to nothing, and even scarring exposed rock. Travelers caught in one must seek immediate shelter or risk death from the swirling, razor sharp winds.   Searing Mirage Fields: Along the lower desert stretches of the Vein, intense heat radiates from the sands, creating shifting mirages. These aren’t just simple illusions but disorienting traps that can lure travelers off the main path or into ambushes. Some mirages are rumored to be conjured by desert spirits or malevolent mages, intentionally leading travelers astray.   Whispering Winds: The mountain passes are prone to a strange, eerie wind that carries ghostly whispers. These murmurs are believed to be remnants of ancient sorcery cast long ago by warlocks who once ruled the region. The whispers can cause hallucinations, instill paranoia, and even draw travelers dangerously close to the edge of cliffs.   Sunspike Flamburst: During midday in the deepest sections of the Calidus Harena, intense beams of sunlight occasionally ignite pockets of volatile gases from underground vents, creating sudden bursts of flame that leap from the sands. The phenomenon is brief but lethal, capable of incinerating unwary travelers or driving predators into sudden frenzies.   Howling Caves: Deep within the mountain’s caverns, the Howling Caves are known for their unnatural echoes that amplify to deafening roars during high winds. Some claim the howls are caused by trapped spirits, while others suggest the caves serve as resonators for ancient, long-abandoned mining operations. The reverberations are disorienting and can cause confusion or even madness.   Blood Rain: Rare but ominous, this phenomenon occurs near the Blood Oasis, where a sudden, reddish rain falls, staining the sands and rocks. Some believe it to be an omen of ill fate or a call for blood sacrifices to the desert gods. It is corrosive to metal and taints water sources, forcing travelers to ration supplies until it clears.

Climate

The climate of the Viper’s Vein is unforgiving and volatile, demanding constant adaptation from anyone who dares to traverse its cruel terrain. Only the well-prepared or the extremely lucky can endure the brutal swings in temperature, sandstorms, and sudden deluges that define this deadly route.   Scorching Daytime Heat: Daytime temperatures soar, especially in the low-lying sections of the Calidus Harena and Calidus Saburra deserts. The sun’s rays beat down unmercifully, baking the ground and creating shimmering heatwaves that distort the landscape. The air is dry, arid, and often carries the smell of scorched earth, making dehydration a constant threat.   Freezing Nights: As soon as the sun sets, temperatures plummet. The desert sands lose heat rapidly, plunging the Vein into frigid conditions that can induce hypothermia in unprepared travelers. Icy winds descend from the Axina Mountains, adding an extra bite to the chill and forcing travelers to adapt quickly from sweltering heat to near-freezing cold.   Dry Winds: Strong, gusty winds frequently sweep across the path, carrying abrasive sand and stinging grit. These dry winds erode the rocky outcrops and choke the air with fine dust, often making breathing difficult and masking potential threats with blinding dust storms.   Sparse Rainfall: Overall, rainfall is scarce and unpredictable, often evaporating before it touches the ground. When it does rain, it’s usually during short, intense bursts that provide little relief but cause brief bursts of blooming desert flora along the path, quickly followed by a return to desolation.   Occasional Flash Floods: Rare but violent, sudden downpours can occur, especially near the mountain slopes where brief, torrential rains rush down into the canyons and ravines. These flash floods transform dry riverbeds into raging torrents, sweeping away everything in their path and leaving the ground slick and treacherous.   Choking Dust Clouds: The combination of arid conditions and wind often creates swirling dust clouds that reduce visibility and clog lungs. These clouds, driven by erratic winds, can hang in the air for hours, creating an oppressive haze that further drains travelers’ stamina and resources.

Natural Resources

The Viper’s Vein is a land of harsh extremes, but it still holds a selection of valuable natural resources that attract opportunists, merchants, and even smugglers willing to brave its perils.   Rare Minerals and Gemstones: The Axina Mountains are rich with rare minerals, including gypsum, copper, iron, galena, and traces of silver. More precious gems, such as fire opals and Axinite, can be found in deeper, hidden mines controlled by the dwarves. These minerals are highly sought after, though only accessible to those who dare to negotiate with the dwarves or brave the ogre infested caves.   Medicinal Herbs: Scattered across rocky ledges and sheltered crevices are hardy medicinal herbs like Ashroot and Sandbloom, a yellow flower used to treat sunburns and dehydration. These medicinal plants are rare, thriving only in harsh conditions, making them highly prized by herbalists and alchemists.   Crystalline Salt Deposits: The salt flats and eroded salt domes near the desert’s edges yield crystalline salt deposits, vital for preserving food and crafting alchemical concoctions. These deposits shimmer under the blazing sun, creating natural but dangerous collection points for desperate traders.   Water Sources: While extremely scarce, a few hidden springs and the mysterious Blood Oasis provide life saving water to those who know where to find them. These water sources are often small, intermittent, and fiercely guarded by both predators and desperate nomads.   Volatile Gases: Along certain stretches, especially near caverns along the mountains’ bases, pockets of volatile gases seep from the earth. While dangerous and prone to ignition, these gases are harvested by risk taking alchemists for use in firebombs, flame alchemy, and even light sources.   Desert Wood and Thornbrush: Stunted Desert Wood trees and Thornbrush plants grow sporadically along the path’s margins. While not suited for large construction, the dense wood is excellent for making sturdy tools, weapon handles, and even small campfires, providing crucial fuel for cold desert nights.   The natural resources along the Viper’s Vein are often valuable but dangerous to harvest, making them a lure for those seeking fortune amidst the harshest of landscapes. Only the brave or the foolhardy venture here to claim these spoils.

History

The Viper’s Vein is an ancient, treacherous path that has connected the cities of Vivosed and Mortiferum for centuries. Originally carved by nomadic traders seeking a quicker route across the desert, it quickly gained a sinister reputation due to its brutal terrain and deadly inhabitants. Over time, it became a hotbed for conflict, dark magic, and notorious events that cemented its fearsome status.   The Vein's history is marked by violent massacres, like the fall of Karthan Outpost to ogres and cultists, as well as infamous raids, such as Skarn the Ravager’s brutal warband assault. It is also home to legendary duels, mysterious vanishings, and the rise of sinister figures like Baenik Chaincuff, the ruthless slaver lord who still preys on the path today. Whispers of curses, ghostly duels, and haunted ruins have only deepened its legend, making it a route of both peril and opportunity.   Throughout its history, the Vein has remained a deadly but vital shortcut, its dangers matched only by the potential rewards for those bold enough to cross it.  

Other Threats

Travelers who stray from The Viper’s Vein face immediate threats from hostile humans, ogres, and desert dwarves, each with their own brutal methods and motivations.   Human Threats:   Brigands and Slavers: Ruthless bands of thieves and slavers patrol the nearby sands, preying on lost or weakened travelers. They ambush with brutal efficiency, either stripping victims of their valuables or capturing them for the slave markets.   Nomadic Cultists: Fanatical followers of forgotten desert gods, these cultists believe the Vein and its surroundings are sacred. Straying travelers risk being taken for sacrifices, their fates sealed by dark rituals meant to appease ancient deities.   Desert Witches and Warlocks: Straying into their territory invites curses, arcane traps, or sinister bargains that often end in betrayal. These rogue spellcasters fiercely protect their hidden lairs, using illusion, poison, or elemental magic to drive away intruders.   Ogre Threats:   Mountain Ogres: Fierce and territorial, these ogres roam the rocky outskirts of the Vein. Known for their sheer strength and crude cunning, they attack wanderers with heavy clubs or boulders, either as a means of defense or to capture fresh meat for their camps.   Ogre Warbands: Some ogres gather into small, raiding warbands, led by a chieftain. They ambush caravans and lost travelers, seeking loot and captives for labor or brutal sport in their makeshift arenas.   Dwarf Threats:   Desert Dwarves: These isolationist dwarves are fiercely protective of their hidden mines beneath the Axina Mountains. Straying travelers who stumble upon a mine entrance are often captured or killed to keep the dwarves' secrets safe.   Rune-Trapped Tunnels: Even without direct encounters, the dwarves' territory is riddled with rune-trapped tunnels, designed to confuse, disorient, or injure intruders with collapsing passages, sudden gas releases, or stone-etched spells.  
"The Vein is a serpent with a thousand fangs, it only takes one to finish you."
— Artorin, Veteran Guide of the Calidus Harena
Type
Mountain Pass
"In the Vein, death doesn’t come for you. It waits, patient as the sands. It has no need to rush, the Vein always wins in the end."
— Kallarz Redhorn, Exiled Warlock of the Axina Mountains
 

Flora & Fauna

The region around the Viper’s Vein is home to both mundane and magical flora and fauna, all adapted to the harsh desert and rocky mountains, as well as strange, magical lifeforms born of the land’s inherent danger and mystique. This diverse but unforgiving ecosystem thrives on the land's dangers, reinforcing the Vein’s reputation as a deadly gauntlet for any who dare to cross it.   Plants: Needle Cactus, Ashroot, Sandbloom, Bloodgrass, Flamevine, Harshthorn Bush, Desert Wood Trees.     Insects: Buzzard Beetles, Glasswing Wasps, Salt Ants, Flare Moths, Emberflies.     Birds: Giant Desert Vultures, Ashcrows, Sandrunners.     Mammals: Sand Hares, Rock Goats, Dune Wolves, Packrats, Rock Rats.     Reptiles: Giant Sandvipers, Sidewinders, Burrow Serpents, Rock Geckos, Sand Basilisks.     Invertebrate/Worms: Giant Scorpions, Carrion Leeches, Glassworms, Sandsink Worms, Ash Mites, Ironweb Spiders.     Rumored Organisms:   Glimmer Mushrooms: Found in deeper caverns along the Vein, these bioluminescent fungi are tended by the isolationist desert dwarves for alchemical ingredients and sustenance. They create faint, eerie glows that attract both prey and predators to the dark depths.   Ashwraith Serpents: These are said to be enormous, ethereal snakes made of swirling ash and embers. Legends claim they appear during sandstorms, hunting by sense of heat and the fear of their prey. Some believe they are elemental spirits, remnants of ancient desert gods, bound to wander the Vein in eternal hunger.   Veinscourge Beetles: Massive, burrowing beetles with armor-like shells, rumored to be able to gnaw through rock and bone. Said to feast on carrion and even drag the corpses of fallen travelers underground, their appearance is seen as an omen of doom.   Bloodthorn Vines: This sinister plant is believed to be a vampiric version of Flamevine, with dark, thorny tendrils that feed on the blood of any creature that brushes against it. It’s said to lure prey with the faint scent of water, only to ensnare them in a deadly grip.   Sunblinder Rocs: Enormous, mythical birds rumored to dwell high in the Axina peaks, with feathers that shine like molten gold in the sun. They are said to swoop down to attack large prey, blinding victims with reflected sunlight before carrying them away to rocky nests for slow consumption.   Terror Duneworms: Colossal duneworms said to dwell deep beneath the sands, capable of swallowing entire caravans whole. They’re rumored to sense the vibrations of travelers and emerge with terrifying speed, leaving behind gaping maws in the desert landscape.   Whispering Shades: Ghostly, humanoid apparitions that supposedly haunt the night along the Vein. They are said to be the lingering spirits of travelers who perished along the route, luring the living with eerie whispers that lead them into deadly traps or over cliffs.   Blackscale Basilisks: These are said to be a dark and deadly variant of the common sand basilisk, rumored to possess petrifying gaze powers and scales that absorb sunlight to fuel their inner magic. Tales speak of those who have been turned to stone by these elusive creatures, their statuesque forms serving as grim markers along the path.   Shadespring Mantises: Giant mantis-like insects with an unnatural, shadowy black exoskeleton. Rumored to be born from the dark magic lingering in old ruins, these mantises are said to blend seamlessly with the Vein’s shadows, ambushing their prey with razor-sharp limbs.   Bonewalkers: Described as skeletal beings animated by dark sorcery, these creatures are rumored to rise from the scattered bones of those who died along the Vein. Some claim they are controlled by a dark warlock who seeks to harvest souls, while others say they wander aimlessly, driven by an unending hunger for life.    
"In the Vein, there are two types of travelers, the ones who listen to the whispers and the ones who don’t make it out."
— Zarva Shadoweye, Desert Witch of the Axina Coven
 

Rumors:

  The Path’s Curse: It is widely believed that the Viper’s Vein is cursed by an ancient desert demon, banished to the Axina Mountains for defying the desert deity, Dykuma. Travelers claim that those who cross the Vein without making a proper offering to the god’s forgotten altars are doomed to suffer misfortune, often in the form of unnatural accidents, sudden madness, or a fatal encounter.   The Sandshades: Some whisper of ghostly figures made of shifting sand that appear at dusk and dawn along the Vein. These so-called “Sandshades” are said to be the restless spirits of travelers who perished without receiving a proper burial. They allegedly lead wanderers astray, luring them into dead ends or perilous drops with soft, pleading voices and vague silhouettes.   The Lost Vault of Karthan: Among the ruins of Karthan, an old outpost along the Vein, there are stories of a hidden vault containing treasures of the ancient Karthan Empire, including cursed relics and forbidden texts of lost magic. However, those who search for it often vanish without a trace, fueling speculation that the vault is either guarded by ancient wards or protected by malevolent spirits.   The Whispering Wind’s Promise: It is rumored that the Whispering Winds along the mountain passes are not just maddening echoes, but messages from the dead, specifically, the spirits of those who died in pursuit of redemption. Some believe that if one listens carefully, the winds can guide them to buried treasures or reveal the hidden location of a safe passage. Others say the winds are deceptive and lure travelers toward certain doom.   The Oasis of Rebirth: Some tales speak of a mythical oasis hidden somewhere along the Vein, known as the Oasis of Rebirth. This oasis is said to grant healing, youth, or even a second chance at life to those who find it. The water is rumored to be infused with the essence of a long-forgotten elemental spirit of renewal. However, many dismiss it as a mirage conjured by desperate minds, claiming that those who search for it are never seen again.   The Mountain Warlord’s Return: In the Axina Mountains, legends persist of a fabled warlord who once united the mountain ogres and witches into a formidable force centuries ago. The warlord, said to be half-ogre and half-warlock, was slain in a brutal conflict, but there are whispers that he is not truly dead, his spirit is merely dormant, waiting to rise again when the sands turn blood-red during the Blood Rain.   The Dwarves’ Secret Bargain: Rumor has it that the desert dwarves beneath the Axina Mountains guard not only minerals but also dark secrets of ancient magic. It is said that the dwarves once struck a forbidden bargain with an exiled demon in exchange for access to the deepest veins of the mountain roots. Those who encounter the dwarves and survive, claim that the dwarves demand more than mere goods as payment, they require oaths of silence, sealed with blood, or a ritual of sacrifice to the demon that they serve in secret.  
"Those who walk the Viper’s Vein are either the desperate, the damned, or the delirious. Sometimes, all three."
— Selgor Drayn, Caravan Master from Mortiferum


Cover image: by by me with Dall-E

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Nov 14, 2024 08:37

Congratulations on completing the second chapter of "The longest journey". Here is a little memento to remember this chapter by :

 
Our journey continues in chapter three, "The wonders of the world". Hope to see you there!


Sit down, my friend, and let me tell you of Aran'sha . A world where the sands shift and the stars sing, where the wind carries secrets and the twin moons keep silent vigil over it all.