Monday, May 15, 2023

The Thousand Miles





The Thousand Miles.

Photo by David Wirzba on Unsplash

 
The western reaches of Neurim are dominated by a massive desert known as The Thousand Miles. The region is not one singular desert, but instead a series of biomes related by a lack of rainfall and the blistering sun.

The Stone Forest .

In the center of the Miles is the Stone Forest. Ancient rivers carved this winding canyon, leaving behind great pillars of painted rock. A few rivers remain, but they are stagnant and stained with mud. Still, some plant life remains, clinging to what shade there is and soaking up what water remains from the yearly flood in spring, where melted mountain snow runs through the forest.

Argava.

The forest is home to Argava, the largest permanent settlement in the Miles. It is a network of tunnels and homes carved out of a massive pillar. The lower levels act as a reservoir, holding as much flood water as the town needs to survive each year. Argavians accept coin as currency, but as a measure of water. In the Miles, water is worth more than its weight in gold.

Argava is run by the Tlah, a group of once nomadic water traders. They settled in Argava a long time ago, but they did not build it. The Tlah are technically vassals to the Zetterite Empire, the strongest and largest in the world, though the Tlah ignore Zetterite taxes as long as they keep the Tin Road open. The Tlah are strictly meritocratic. They try to place people in positions they can succeed in, and those who succeed are given power over those who don't.

Tlahlan soldiers use the stats of bandits or guards, whichever you prefer. They use scimitar and shield, and sometimes carry light crossbows. All tlahlan soldiers carry 1d4-1 cactus fans. Tlahlan soldier commanders carry whistles and ride camels. The Tlah can communicate wordlessly using these whistles.


The Tar Marshes.

To the south of the Stone Forest lay the Dune Sea and the tar marshes. Few pass through these lands except to reach the magic city of Zahallas.

Photo by Gilberto Parada on Unsplash

The Dune Sea is a vast and open desert, devoid of life except where there is an oasis. Merchants and nomads are the only who would willingly go there. The Dune Sea has frequent sandstorms. They can last for weeks. At times, they've lasted years.

Past the Dune Sea are the tar marshes, lakes of tar connected by rivers of black sludge. The ground there is nonviable, so soaked with tar as it is. There is great value in fishing bones out of the tar. There is one road through, to Zahallas. It is protected by hundreds of magical wards.

In the center of the marshes is Akrahiel, the Bonepowder Mountain. The name is not a metaphor. It is ruled by Mahkireth, often called the tar-black dragon.

 

The Painted Desert.

Photo by Hasan Almasi on Unsplash

To the north is the painted desert. The dirt there is glorious colors of red, orange, yellow, and at places blue and purple. Trees can find root in the dirt, as devoid of nutrients as it is. Patches of forests and greenery make home for travelers and beasts alike. There's an old belief that there's gold in the dirt there, and many have tried digging for it. None have been successful yet.

Further to the west is Asuria, land of the ghouls. It weeps of rot.

The Tin Road.

In ancient days, the great kingdom of Asur needed copious amounts of tin to keep itself running. Tin is rare in those lands, and bronze was the best metal they could work, so they made a great trade route to the east to buy tin in exchange for copper. Asur has no more need for tin these days, but the trade route remains open.

This is the Tin Road, the safest route from easy to west. One could be a fool and try to cross the mountains and draw the ire of a giant or dragon, or one could be a fool and try to cross through the Dune Sea and die of thirst long before they ever found an oasis, but wise folk take the Tin Road. 

The Tin Road ends are Argava. It used to go further west, to Asuria, but now ghouls patrol that road. A road extends further south, but the historic Tin Road never went that far.

Creatures of The Thousand Miles.

Tar Elementals.

They're called elementals as a euphemism. Born of necromantic energy animating the bones of a beast that drowned in tar. Their bodies are thick and viscous, with protruding bones. Pseudo-pod like arms drag the creature to its prey. It can always have more bones. They can't be killed with swords or arrows or clubs. They can be trapped (they aren't very wise), healed back to proper death, or disenchanted, but striking one with a sword is asking to lose your sword to the tar. They fight like they have 5 hit dice.

Giant Antlions.

Take an antlion and make it six feet long. They dig pits in the sand and spray super-heated sand at anything that comes near. Like a shotgun crossed with a flamethrower. They have 2 hit dice, can hit multiple enemies at the same time, and hit very hard, but can only attack every other turn. They also have a bite with paralytic poison. This poison can be extracted after their death. It is quite valuable.

No one has ever seen an adult giant antlion. No one wants to see an adult giant antlion.

Stirges.

Giant flying mosquitos. They gather blood and bring it back to their nests, where flightless worker stirges mix it with their excretions to turn into into a thick pulp. Their hives are made of the stuff. It smells like iron and rotting meat for miles around a stirge nest. Blood squeezes out of the floor when you stop on it too. Their grubs live in the walls, feeding on the blood-pulp. Stirges also make "honey" as its called.  It tastes of rotten hopes but it never goes bad and is good at hydrating and that gives it value.

Skullbugs.

Small, scorpion like creatures, but without the stinging tail. They carry around skulls, and sing into them, attracting swarms of scorpions, spiders, beetles, and who knows what else. They use these swarms to kill, then lay their eggs inside the corpse. They hatch once all the meat is gone.

Horn Beetles.

Giant beetles, somewhere between a dog and a horse in size. They skitter about eating cacti and bushes. Their shells are impossible smooth. Swords slight right off. As a result, their shells make excellent shields. They have 1 hit die.

Gnolls.

They get their own post.

Monsters.

Goblins with sandstone gold skin and rocky hide are common in all parts of the Miles. They crawl up at night, being born in small caves below the sand. Mahkireth's brood of tar-black kobolds are common in the marshes of the south.

See this post for monsters in Neurim.

Items of The Thousand Miles. 

Dripcoins.

Small bits of crystallized water make trading and transporting water easier. They look like little blue marbles and revert to normal water when crushed. One dripcoin is equal to one gold. A waterskin is equal to 100 gold. A barrel of water is equal to 10,000 gold.

Needle Fans.

Fans filled with cactus needles used by tlahlan warriors. They can be used to spray a cone of needles up to 15 feet away. Perfect for dealing with skullbug swarms.

Horn Beetle Shield.

Shield made from a horn beetle shell. Impossible smooth, but gets worn down fast without constant maintenance by a beetle. Provides additional defensive benefit, but only for 2d6 hits, then works as a normal shield.

The Horn of the Tlah.

A magical musical horn made from a dragon's, well, horn. The sound travels for miles. Like a horn of blasting but the sound is directable. Anyone the wielder doesn't wish to be harmed will be fine. Currently possessed by the leader of the Tlah in Argava.

The Oasis Pen.

A quill and ink-pot with the ability to draw mirages. Any who are not chosen by the user believe the mirage to be real until it is proven false. The pen can only be used once a day, with the magical ink refilling at midnight. Currently possessed by Mahkireth at the Bonepowder Mountain.


2 comments:

  1. This is very good--I like this and the gnolls post a lot. You have come up with lots of nice, tasty little details that hang together and play off one another well. The locations, the physical objects, the creatures, the gnolls, and the Tlah have ample, emergent inter-relations for players to discover and mess around with. I also appreciate that you included mechanics and stats, actual game-stuff. I hope you share more--on the magic city, the ghouls, the empire, on any of it.

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    1. Thanks! I have every intention to keep creating, and kindness like this encourages me to do so.

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