Jejune Geographic Location in Dratora | World Anvil
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Jejune (Jay-June)

Jejune is a lawless region of the Dratoran Isles that has little to no leadership or governance. Having befallen great tragedy at the hands of Judias Wrathlore and the Invasion of Kuruneshtar's Faithless before that and never having recovered, The Wastes now serve as a cautionary tale of the consequences of a power vacuum.
Despite its harsh environment, high crime rate, and lack of judicial order, there are those that thrive in the harsh conditions the region offers. Organisations such as the Assassin's Guild and numerous crime families have a well-established clientele in the towns of Venia, Trutis, and Siccit, whilst remaining beyond the reach of the long arm of the law. Bounty hunter guilds and security for hire, such as Merri-May and the Shifting Sands Mercenaries, make a living off of the weak by meeting the threat of criminal activity with their own brand of supposedly more righteous violence. Others that call themselves vigilantes, such as Vigil Klanuk, take the law into their own hands and earn fame or infamy whilst they strive to keep themselves and the innocent out of shallow graves in the sand. Whilst the lack of infrastructure has deprived Jejune of any official magic academies, covens such as the Wandslingers have taken the opportunity of practising magic unmoderated to experiment with the laws of magic for better or worse.
Most residents of Jejune reside in one of the few established towns or villages, unable to survive the wastes and thus unable to leave. However, nomadic tribes, such as the Hyaenines and sand elves, have no such qualms. These communities adapted to the challenges that Jejune presented and found ways to live off the land that others could not compete with. For the Hyaenines, this came in the form of lycanthropy; their tribes were bestowed a matrilineal strand of transformation that turned their ruling female caste into werehyenas that could stalk the wastes as apex predators. For the sand elves, they embraced the residual magic cursing the land and guided it to mutate them with xerophytic adaptations, similar to the flora that grew in Jejune. In doing so they effectively ostracised themselves from other elves, now considered abominations in the eyes of the other elves, but affiliated themselves with the wastes of Jejune and the ecosystem within it.

Geography

The rolling hills and dense jungle of Jejune was ravaged long ago during the invasion of Judias Wrathlore and its demonic hordes. Its bountiful vegetation was incinerated, leaving only barren wastes, desolate rock, and unforgiving sands. Since then Jejune has been a difficult place to live, hence why there is little demand for an official ruler. Fresh water is scarce, available only from rapidly drying springs running off of the Ridgetop Mountains and Aetheran Jungle, and the subterranean river in the great chasm that splits the region for those brave enough to venture into it. Most of the residents hydrate themselves from eating xerophytic plants that can survive in Jejune's harsh deserts, or trade goods and services to acquire enough water to survive.
Jejune is bordered by sea to the South and West, the Ridgetop Mountains to the North, and the Dead Woods and city of Aethor to the East. This presents many opportunities for trade, but the landscape and climate of Jejune prevent it from permeating much further than the region's borders.

Ecosystem

Jejune has a desert ecosystem across most of the region. The plants that exist there are xerophytic, sharing the characteristics of fleshy stems, narrow and curled leaves, spines, and a shallow, wide-spread root network. Some of these plants have engorged tubers beneath the ground that store water or nutrients.
There are few niches to be occupied by animals, making life for the native fauna a day-to-day struggle of intense competition. Most are scavengers, opportunists, and omnivorous to maximise their chances of securing enough food to survive. Others are ambush predators, driven by need to trap and devour anything that passes them by. Much like the plants, many of the animals also have highly specialised adaptations for water retention, nutrient storage, and protection from the intense heat and light of the day and the bitterly cold temperatures of the night.

Ecosystem Cycles

The destruction of most of the native flora of Jejune also broke the ecosystem cycle of the region. Nowadays it seldom varies between seasons, besides how quickly the sun rises and falls. The heat in Jejune is largely a result of the lack of shade, the glass- and silicon-rich sediment that covers the ground, and the residual heat from the infernal magic that scorched the land. Hence, even with the shifting of seasons and the variation is hours of sunlight, the climate and the ecosystem do not change especially frequently.

Localized Phenomena

Jejune's land lacks in stability or structure, with it mostly consisting of rock and desiccated soil covered in sand. Hence, sandstorms and dust storms are fairly regular occurrences as soon as the wind picks up. Sinkholes are a less frequent, but still relatively prevalent threat to the denizens of Jejune. This is partly due to the damage done to the land, partly due to the subterranean river that continues to eat away at the unstable bedrock, and partly due to the burrowing creatures that tunnel away from the intense sunlight in search of water, undermining the structural stability of the ground above.
Supernatural phenomena also haunt Jejune. Having the Dead Woods on its Eastern border means that the region is occasionally plagued with hordes of shambling undead in search of new victims. This is exacerbated by Krune, the pharaonic lich that secretly resides in Jejune, about whom little is known besides the "evil in the sands" that the nomadic Hyaenine tribes refer to. Finally, the residual traces of infernal magic lingering in the land occasionally manifest in unpredictable ways. Rarely, these echoes merge with sandstorms or dust storms and become miasmas of chaotic wild magic.

Climate

Due to the lack of shade cast by tall trees, the high quantity of tiny glass and silicon fragments in the sand, and the lingering heat from infernal magic that is still said to burn subtly beneath the ground, the temperature during the day in Jejune is often blazing hot. There is precious little water in Jejune's desert, so precipitation is incredibly low. The magic that damaged the landscape also sundered the atmosphere above Jejune, allowing intense rays from the sun to pass unhindered down to Jejune and reflect readily off of the glassy sand below. Hence, dehydration and burns from the sun are commonplace.
The absence of water, resulting in little to no cloud cover, and damaged atmosphere above the region, mean that during the night most of the heat from Jejune dissipates alarmingly quickly. Temperatures drop to sub-zero remarkably quickly, making the risk of death via exposure just as high at night as during the day.
This climate changes very little across the year, with little vegetation to drive the changes between seasons and the residual magic that scars the land preventing the region from settling into a comfortable temperate state.

Fauna & Flora

Fauna

  Below are a few key animal species that inhabit Jejune.
  • Prickly hare - lagomorphs adapted to camouflage amongst, and emulate the survival strategies of, the cacti that grow in Jejune's deserts.
  • Death worm - 2ft long subterranean worms that wait in ambush for prey unfortunate enough to come within reach of their venomous spray or make contact with their electric organ and become the worm's next meal.
  • Eagle - typically nest on the Northern and Western borders of Jejune.
  • Bee - colonies of bees nest in the husks of dead cacti and produce a particularly sweet type of honey.
  • Spider - certain variants of spiders have found means of surviving and thriving in the Jejune desert. Many have a shiny, almost metallic-looking exoskeleton that seems to repel harmful ultraviolet rays.
  • Auroch - lithe, wild aurochs roam nomadically around Jejune, travelling between sporadic patches of xerophytes to graze. Some of the residents of Jejune also farm cattle bred from these wild aurochs.
  • Common toad - though rare, common toads are occasionally found sheltering beneath rocks or nestled among xerophytes. Their presence is often an indicator of water nearby, and thus they are looked upon as favourable omens by the nomads of Jejune.
  • Fox - foxes in Jejune have adapted large ears and small bodies to assist with thermal regulation.
  • Shoveler - the shovelers in Jejune have large antlers relative to their sizes, allowing them to sift through the sand for shallow tubers and other vegetation. Their diet consists primarily of cacti.
  • Bat - nocturnal aerial hunters and vital pollinators of many of Jejune's native xerophytic plants, bats are some of the more successful creatures to inhabit Jejune's harsh desert.
  • Crow - generally sticking to the region borders or close to the few settlments in Jejune, crows have adapted surprisingly well to thriving off of the bountiful carrion the desert has to offer.
  • Crocodile - lying in wait within caves and abandoned burrows they find, crocodiles inhabit the areas immediately surrounding the great chasm, where they are some of the only animals hardy enough to contend with the undead and other creatures that lurk there.
  • Snake killer - adapted to running across the arid ground and hunting for snakes amongst the sand, snake killers are some of the most abundant birds in Jejune.
  • Horse - the horses in Jejune are incredibly fast and nimble, but are almost exclusively wild. Very few horses have been domesticated in Jejune thus far, and the wild horses that inhabit the desert seem incredibly resistant to interacting with humanoids.
  • Merlin - much like eagles, merlins nest near the borders of Jejune, though their range extends further than their eagle competitors.
  • Cat - living as both wild animals and pets to the humanoids that inhabit Jejune, cats venture out into the desert at dusk to hunt for prey lightly buried in the sand to avoid the freezing temperatures on the surface.
  • Ant - beneath the desert, sequestered in nest built into the network of tunnels beneath the ground, colonies of ants dwell and cultivate the environment below ground.
Further to the above, the desert is populated predominantly by reptiles, invertebrates, and a few larger predators (such as hyenas) that compete fiercely for the limited niches and fluctuate greatly in numbers as a result.  

Flora

  Below are some of the more abundant varieties of plants that grow in Jejune.
  • Shindagger - these plants form large rosettes of fleshy, slightly spiky leaves.
  • Wild gourd - wild gourd vines produce small, hard, bitter fruits; whilst unpleasant, these are often sought out as a source of fluids and nourishment by those dying in the desert.
  • Silky pea - these plants bear blood-red leaves that are looked upon with superstition and caution by the residents of Jejune, though the peas can be eaten.
  • Olibanum - these trees are sporadic in Jejune, but their resin is highly valued as an aromatic component for incenses and perfumes.
  • Desert coral - often mistaken as cacti, these plants have semi-succulent stems and thin defensive spines.
  • Bearpoppy - hairy flowers that grow in clusters where few other plants survive.
  • Old man's whiskers - these cacti grow natively and are cultivated as crops for their fruit, the prickly pear. Where old man's whiskers grow, a microenvironment is sure to bloom.

Natural Resources

Caves inhabited by bats in Jejune were found to be filled with bat guano, from which the primary ingredient of an exploding powder called fire medicine was extracted. Now Jejune is considered one of the best sources in the Dratoran Isles for fire medicine and its constituent components. This was partly responsible for the creation and distribution of early firearms in Jejune.

History

Jejune was once a popular location to live, as it served as a perfect part-way stop for traders travelling between the Eastern and Western isles, not to mention voyagers from mainland Ferax. Strategically, whomever controlled Jejune could control tolls on the Divis, and its location made it an important stronghold from which to supply the fortresses on the Nex Delta. Its dense jungles, natural caves, and bordering ore-rich mountain range provided settlers with an abundance of natural resources from which to build their civilisations. These materials were used by the early reptilian humanoid settlers to construct great towers, fortresses, and monuments. When the first elf settlers arrived, they too used the region's natural bounty to construct the gargantuan bridge that extends between the Eastern and Western isles across the Divis.
One of the first major historical figures to settle in Jejune was Kuruneshtar, the Arbiter of a knightly order known as the Faithless, who had journeyed from Ferax to escape their home, which had fallen to infighting. Kuruneshtar blamed the divines for the fate of her kin; their crops had never been granted the chance to grow, those wielding Norac's power of necromancy had seemingly raided their villages, and encounters with mysterious religious monuments and relics always seemed to lead them to greater misfortune. They had initially set up the order to encourage their people to take their lives into their own hands and find a new home where Kuruneshtar could reunite their people away from the spiteful eye of the gods. However, when she reached Jejune she witnessed the grand monuments and temples that marred Jejune just as they had Ferax. Her goal turned from reunification of her people to the forceful liberation of people from the influence of the divine.
Kuruneshtar set about sacking sites of worship, slaying clerics, and turning the equipment and magic she discovered against them. She gave the people she encountered the choice to either join her in actively toppling the power of their various clerical sects this world had borne, or to be put out of their misery. Many of the temples she razed were dismantled, down to the last stone, and the materials were repurposed to build a citadel for her knightly order to use as a base of operations. She built this in the traditional architectural style of Ferax; thus, Kuruneshtar built Jejune's famous lost pyramid. Her recruitment of magicians and torture of clerics taught her a number of powerful rituals that she wove into the knighthood ceremony for the Faithless. One of these was the Rite of Religious Rejection, a bastardised variation on the clerical ability to channel their deity's power that instead allowed Faithless Knights to invoke her name and interrupt the connection between god and cleric. Another, which was reserved for her most trusted, was the Rite of Permanence. Through this ritual she granted her generals the power of an undead soul in a preserved mortal shell, turning them into powerful mummies. The ritual she undertook herself was even more extreme and, without fully intending to, Kuruneshtar made a lich of herself.
Whilst Kuruneshtar's plan to extend the lives of her and her closest generals succeeded, it came with an unexpected consequence; whilst their souls remained rooted to the mortal plane and their flesh preserved beneath wraps, their minds began to falter. Their brains had not been able to hold the volume of thoughts, memories, and ideas that an immortal life promised to bring, and as their memories began to falter, so did their sense of identity. They still recalled their purpose and the nature of their foes, but before long her most trusted knights could not recall Kuruneshtar's name, which gradually devolved into Krune; it is unclear at what point Kuruneshtar herself forgot that this was not her true name, and simply adopted it as her true identity. She was no longer the woman she once was; she had become something far more. She was an "it" rather than a "she", a lich rather than a Knight Commander, Krune rather than Kuruneshtar.
Beyond the inner circle, the Faithless movement had gained momentum of its own. Krune's propaganda had spread further than their knights had, and without the forceful guidance of the order people began to turn their eyes not to independence, but to fealty to a rival patron. These few individuals discovered, through the torture of clerics and prophets, that the Senima had accidentally created a creature that could rival them in power, a demonic entity called Judias Wrathlore. They departed from Jejune to the Nex Delta with the same information Krune had used to twist clerical rites to their own purpose and devised a ritual to open a channel of communication with the Wrathlore. It worked better than intended, and with guidance from their new patron this offshoot of the Faithless order, renamed as the Judian Caliphate, opened a stable tunnel between worlds, through which Judias Wrathlore's demon armies could freely pass from the Nullax into Dratora.
The discovery that members of their order had not only stolen secrets from them, but utilised them in service to yet another divine tyrannical entity, sent Krune down the path to true madness. They realised that they had lost their grip on their crusade and in doing so had created another, potentially more powerful foe. Krune blamed this on Norac, the Senimus of Death, and his Death Priests, from whom they had stolen the secret to the accursed immortality they'd cursed themself and her inner circle with. They became obsessed with taking down Norac, having convinced themself that once the first pillar fell the rest would surely follow. They pursued this goal with ferocity, dedicated to achieving it by any means, and in the process became addicted to the consumption of demon blood as a means of trying to empower their heretical magic enough to challenge the gods themselves whilst also battling this new enemy of theirs. 
When Judias Wrathlore was finally itself summoned into Dratora, Krune's fury was redirected at the Diabolos. To Krune's warped mind, a god that could step foot into the mortal world embodied the biggest threat they could imagine. Try though they did, their assault against the Wrathlore did little more than slow it down and redirect its attention to Jejune. When it became evident that they lacked the means to slay the creature, Krune sealed the pyramid shut and casted a mass Rite of Religious Rejection around the pyramid that nullified the power of the Wrathlore and its demonic forces within its vicinity. The Wrathlore's fury at its inability to destroy the pyramid was the reason for the utter destruction of Jejune by the Diabolos' hand. By the end of the onslaught, the pyramid and all of the undead Faithless within were buried under the rubble of an entire region laid to waste, never to recover.
Since this cataclysmic event, even following the defeat of the Wrathlore, Jejune has remained a desolate waste. The Spiritblade, Unex Multin, punished the entire region for the actions of the Judian Caliphate by refusing to rejuvenate the land with his divine power. It is unknown whether he also knew of the Faithless activity in Jejune, but as the High Priest of Death it is likely that he did, and that their past activities also informed his decision. Since then the region has remained almost inhospitable and consequently largely ungoverned, even though it technically fell within the Nostraic Empire. However, this lack of governance and leadership has attracted the attention of a few opportunists. The Assassin's Guild set up their base of operations in Jejune, oddly enough in a structure not dissimilar from Krune's pyramid. The few that tried to set up residences in Jejune found that their villages and towns were the sights of continuous games of tug of war between kingpins and crime syndicates. Extortion, drug peddling, and slavery became defining characteristics of Jejune, all supposedly endorsed by a mysterious figure known as the Wicked Witch who may be the individual behind most of the criminal activity in Jejune, the name of another crime family, or simply a myth to scare the populace into behaving. Though no official judiciary system exists in Jejune, some semblance of justice is upheld by bounty hunters and vigilantes, such as the legendary Vigil Klanuk, but the region is still largely ruled by chaos and lawlessness.

Tourism

Tourism to Jejune is discouraged. Whilst there are some sights, such as the great chasm or some of the old ruins, which may entice those from further afield, the dangers posed by the environment and the lawless societies their make it unsuitable to visit recreationally.
Alternative Name(s)
The Wastes
Type
Region
Location under

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