Desolation Desert Geographic Location in Toriel | World Anvil

Desolation Desert

The Vast sand-covered land to the south where lie the dragonborn is the only desert on the continent. The southern desert, is an ocean of sand, dangerous and rare monsters dwelling in those shifting dunes. While not suited for agriculture, the place still manages to hold numerous cities and people, mainly condensed on the upper part of the desert, closer the lush plains. The ability of dragonborn to survive in such an environment contributes to their reputation as mighty and brave people.
  The dragonborn in the region relly a lot on the local trading route, the most important connection to the sea is near the desert in one of their city. With such connection, they can easily use this opportunity to trade numerous goods and live mainly thanks to that. Ionguale, the dragonborn capital, is based on the largest oasis found in the desert, and underwater spring alimenting it and providing the city a source of freshwater. And Nicodranas while in the desert, is set on the coast of the mermaid path.
 

Description

The desert name was bestowed upon the region when Arygos fused with the desert, his desolation and isolation warping the shifting sands, and its magic influencing the entire region. The dragon mind suffering from isolation, making those dwelling in the desert fall in despair. As such, Arygos no longer resembled one single entity unless it was viewed as the entire desert. The core of its domain centered around his Original body, the source of his power, is still hidden among the shifting dunes.
  Arygos power influencing the desert, the rare treasure present within the ruins of the ancient civilization in the desert, infused with the dragon's power, are said to be cursed, as they spread the dragon's influence over this world. Those possessing those treasures are plagued with enigmatic dreams, and visions of the dragon.
 

Features

Extreme Heat. The desert is a dangerous place, the burning sand sinks into every nook and cranny making it painfully hard to walk and the sun slowly sip the energy of unaware traveler. by day the sunray burn like fire and the sand sink into every nook and cranny. A creature exposed to the heat and without access to drinkable water must succeed on a Constitution saving throw at the end of each hour or gain one level of exhaustion. The DC is 5 for the first hour and increases by 1 for each additional hour. Creatures wearing medium or heavy armor, or who are clad in heavy clothing, have disadvantage on the saving throw. Creatures with resistance or immunity to fire damage automatically succeed on the saving throw, as do creatures naturally adapted to hot climates.
  Frigid Night. Despite the burning hot climate during the day, the desert, except the wasted cliff, tends to be incredibly cold during the night. Additionally, weaker monsters that do not dare the see the light of the day, wander those land during the night.
  Mirage (hallucinatory Terrain). Due to the extreme heat, mirage are quite common in the desert, and can often misslead adventurers. Some creatures in the desert have learned how to use those mirages to their advantage, creating quicksand pits or traps where the mirage leads visitors.
  Quicksand. A quicksand pit covers the ground in roughly a 10-foot-square area and is usually 10 feet deep. When a creature enters the area, it sinks 1d4 + 1 feet into the quicksand and becomes restrained. At the start of each of the creature’s turns, it sinks another 1d4 feet. As long as the creature isn’t completely submerged in quicksand, it can escape by using its action and succeeding on a Strength check. The DC is 10 plus the number of feet the creature has sunk into the quicksand. A creature that is completely submerged in quicksand can’t breathe (see the suffocation rules in the Player’s Handbook). A creature can pull another creature within its reach out of a quicksand pit by using its action and succeeding on a Strength check. The DC is 5 plus the number of feet the target creature has sunk into the quicksand.
  Flaywind/Sandstorm. Supernaturally powerful winds—winds empowered by the power of the living desert and arygos—can spawn flaywinds. A flaywind is an intense sandstorm, gathering large rocks and other debris in addition to sand or grit. The area within the storm is heavily obscured, and a creature exposed to the storm takes 1d4 slashing damage at the start of each of its turns. Only substantial cover or shelter offers protection against the flensing grit. Additionaly the strong winds imposes disadvantage on ranged weapon attack rolls and Wisdom (Perception) checks. Flaywind also extinguishes open flames, disperses fog, and makes flying by nonmagical means nearly impossible. A flying creature in a strong wind must land at the end of its turn or fall. A flaywind leaves 4d6 feet of sand or debris in its wake. A successful DC 15 Intelligence (Arcana) or (Nature) check or Wisdom (Survival) check allows a character to recognize a flaywind 1 minute before it strikes, allowing time to seek shelter. A flaywind typically lasts 1d4 × 10 hours.
  Water Scarcity. Finding water in a desert is extremely difficult, unless you're near an Oasis. All checks made for getting water have a DC equal to 20

Geography

Type
Desert

Articles under Desolation Desert


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