Mot D'nir Geographic Location in Laminarum | World Anvil

Mot D'nir (Mott Duh-neer)

Mot D'nir is the marsh continent home to the several reptilian and amphibious races of Laminarum. The entire region is difficult to survive and requires hardy adaptations. Any unprepared individual requires strong mental and physical fortitude, and going in without extensive knowledge of the region will surely result in death. The area has a high concentration of poisonous flora and fauna and most of the animals are venomous as well. Territory wars are common, even among nonsapient creatures such as Krimits.    The lack of adaptations of humans to survive sieges and battles in the main reason they have not (and can not) take the region. Steeds can not parse the region, siege weapons can not be moved, extensive swimming makes heavy armor unrealistic, and making fires is either dangerous or impossible, depending on the region.    The one source of power for warfare is a spiritual one, that of the Quai, which does not extend beyond the continents borders and has never been utilized by a non native race (aside from the world-changing events brought on by Arniel Kane during his own usurpation of the resource).

Geography

The edges are typically thin sandy beaches, while most of the interior are wet marshlands. Some regions in the North down to the center are more similar to a jungle and extensive plains surround Augur's End.

Ecosystem

The ecosystem consists of most creatures trying to out-poison one another, or otherwise evade interaction, aside from highly territorial creatures.

Localized Phenomena

The Quai possesses (quite literally) different regions of the continent, but these shift from time to time. While it can be carried from one region to another or simply continue to expand, it has been seen sprouting entirely anew in rare cases.   The Quai consumes and flora in the area, creating patches of green glow (though it can also carry within fauna). Most creatures do not eat from the flora as it is typically hazardous. Those that the Quai has "chosen" may eat of it, being given certain benefits from the consumption, one of which being spiritual communion. This allows those who walk in the regions to "switch" to a metaphysical realm where they can walk from one portion of Quai to another, as if their borders were directly connected. The individual can come out at the other end, essentially serving as teleportation.

Climate

Warm, humid, stagnant air and water.

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