Sea of Dust
|
|
|
|
|
|
|
|
|
|
CLIMATE:
TERRAIN: Desert
A territory of unknown extent exists behind
the Hellfurnaces,
south of the Sulhaut Mountains. This bleak
desert is the Sea of Dust, the former Empire
of the Suel
or Suloise. History tells us that this
was once a fair
and fertile realm
extending a thousand miles west and
southward, too. The merciless and haughty
rulers
engaged in a struggle for dominance and
supremacy
over all of Oerik with the Baklunish, and
in return
for a terrible magical attack, the Suloise
lands were
inundated by a nearly invisible fiery rain
which killed
all creatures it struck, burned all living
things,
ignited the landscape with colorless flame,
and
burned the very hills themselves into ash.
Whatever
the truth of this, the place is certainly
a desert today,
and endless vista of dust and fine ash
in gentle rises and
shallow valleys which resemble waves in
the ocean.
This aspect is far less picturesque when
the winds
howl and tear the surface into choking
clouds which
strip flesh from bone and rise to the clouds,
making
vision impossible and life hazardous in
the extreme.
Added to this unwholesome environment are
rains of
volcanic ash and cinders which are blown
from the
Hellfurnaces to DROP upon the forsaken
lands that
were once an empire of terrible might.
Lejends tell of
strange ruins near the feet of the Sulhauts,
and say
that somewhere in the central fastness
there still
stands the remains, nearly intact, of what
is called the
Forgotten City, lost capital of the Suel
Imperium.
There are a few mountain tribesmen in the
Sulhauts
who reportedly venture into the Sea of
Dust now and
again to obtain treasure from the remains
of the cities
and towns buried under the dust. The truth
of these
tales can not be est., but there is no
doubt that
there are peoples who dwell within the
fastness of the
mountain range. Reports of firenewt marauders
and
other abominations are not uncommon, but
may be
unreliable. Somewhat similar fables tell
of a secret
expedition sponsored by the Sea Princes
to find and
bring back the loot left in the Forgotten
City. If such
an expedition was ever organized and left
upon the
journey, no news of its return has ever
been had. This
latter tale, though, caused the officials
of the Yeomanry to
attempt exploration of the far side of
the Hellfurnaces,
and reliable reports tell of at least one
party returning from such a trek, decimated
by half,
but bearing strange art objects and jewelry
back from
their explorations of the fringes of the
Sea of Dust.
More details are not forthcoming from the
Freeholder,
of course, and the event happened too
recently to give rise to sub rosa info.
Dice Roll | Encounter |
01-03 | Beetle, Boring |
04-05 | Bulettes (half-strength, sand variety) |
06-12 | Centipedes, Giant (plus 1-6)1 |
13-17 | Dune Stalkers (1-6) |
18-25 | Firenewts (near Hellfurnaces only) |
26-30 | Firetoads (near Hellfurnaces only) |
31-39 | Jermlaine1 |
40-43 | Meenlocks1 |
44-45 | Men, Characters (extreme west and south only) |
46-47 | Men, [Nomads] (extreme west and south only) |
48-53 | Mites1 |
54-61 | Osquips1 |
62-70 | Pernicon |
71-77 | Rats, Giant1 |
78-80 | Scorpions, Giant |
81-82 | Snake, Giant, Amphisbaena |
83-85 | Snakes, Giant, Poisonous |
86-88 | Snakes, Giant, Spitting |
89-93 | Snyads1 |
94-96 | Spiders, Huge |
97-99 | Thoqqua1 (2-4 foot diameter, sand/ash eater) |
00 | Roll again or choose any creature |
1These creatures inhabit thoqqua
tunnels.
The Sea of Dust (GHA)
No one has accurately described the entirety
of the
wasteland created by the Bakluni mages.
Reports are
sometimes contradictory and always incomplete,
since few
have the hardihood to penetrate the region
and fewer still
the will to make a study of it. Nevertheless,
certain broad
regions may be identified.
The Sea of Dust was first named for its
appearance just
west of the Hellfurnaces, where volcanic
ash is spread in
gray waves over a land surface now deeply
buried. Each
year the Hellfurnaces add new weight to
the column of fine
gray dust. What little water makes its
way westward percolates
through the bedrock, which is of limestone
in those
regions. Unwholesome creatures from the
Hellfurnaces
inhabit this sterile wasteland, and have
gateways upward
through the ash. These entrances are sometimes
disguised
as protrusions of the country’s original
limestone. Whatever
treasures the Suel of these parts might
once have had
are deeply buried here. No ruins are reported
except for
those of a few former mountain towns in
what are properly
considered the western Hellfurnaces, and
these must long
ago have been looted by fire newts and
fire giants, which
are numerous in those parts.
The northern parts of the Sea of Dust are
less ash-clogged
and therefore show clearer evidence of
the former Suel civilization.
Here may be found the forts that guarded
the
passes over the Sulhaut range into Bakluni
lands, and farther
into the desert are the remains of walled
cities. The
most accessible of these, nearest the Sulhauts,
have apparently
been stripped of valuables by various bold
scavengers
over the past millennium, but the sites
farther into the desert
are less disturbed, in part because they
are inhabited
by harpies. It is notable that the architecture
of this region
shows the characteristic high angular buildings
still
affected by such people as the Sea Princes
and the Lendorians.
The central part of the Sea of Dust is the
most forbidding
of all, and certainly the most alien. There
are dunes of a
white, powdery, caustic material, and the
air’s dryness will
empty an unglazed jug in a day or two and
cause those who
do not cover their mouths with damp cloth
to cough blood.
The white dunes
and glassy exposed bedrock also cause
sunblindness in those who fail to protect
their eyes with
slitted masks or visors. It is little wonder
that the so-called
Forgotten City remains, if not forgotten,
at least unfound
in so harsh and discouraging a region.
Some would also say
it is unfounded. There are peculiar glassy
depressions
which dot the central Sea of Dust and which
some claim
correspond to former Suel cities.
Paradoxically it is the most distant part
of the Sea of
Dust, the southwest, which is best known.
In part this is
because some small amount of rain reaches
the Sea of Dust
at this point, and the lands are inhabited
by nomads. Some
of the natives show Suelish origins, but
the majority are
from farther south: a tall, slender, curly-haired
folk with
blue-black skin and slanted eyes. Though
not otherwise
hostile, the nomads guard their wells against
any outsider
and do not permit so much as a drop to
be stolen or sold. The
water is not only difficult to reach, but
it has a tendency to
dry up or grow salty as the wells are used
more frequently.
The nomads therefore move from one site
to the next,
searching for new supplies. When they find
a well they
must apply either brute animal force or
(in the case of some
tribes) windmills to pull their prize to
the surface.
When water
does reach the surface of the southwestern
Sea of Dust, either by artificial means
such as wells or during
the rare spates of rain in the “wet” season,
the result is
most gratifying. The dust of these parts
is not alkaline
material or sterile volcanic ash but true
dirt, heaped into
great hills: perhaps the once-fertile soils
of the former Suel
Empire. It is in any case extraordinarily
productive, both
in wild and cultivated plants.
Unfortunately the rich southwestern dust
also supports
a number of monsters which burrow through
it. Most notable
of these are a nameless wormlike beast
which may
exceed 50 feet in length, and an insectlike
creature which
rather resembles a cross between a mantis
and a centipede
and may be as much as 20 feet long. These
are attracted by
soil moisture and by vibrations of humans
and livestock,
and present a great hazard. Fortunately
they are rare, and
avoid the nomad arrows and spears.
Poor as they may be in other things, the
southwest
nomads are rich in gems and gold, the accumulated
fortune
of the Suel empire. They regard these as
minor ornamentation,
and place much higher value on cattle and
vegetables.
The way in which they obtain their baubles
is most interesting,
however; the young men dive for them as
part of the
rites by which they pass to adulthood.
Dotted about the region are “Ktosor-hep”,
or “dustlakes.”
These are expanses anywhere from half a
mile to
six miles across in which the dust is charged
with a magic
that causes it to take on the characteristics
of water. The
grains form a sort of fluid which permits
the passage of air
between them but retains them in a single
body which supports
waves and boats and swimmers as if it were
a true
lake. Unlike water, however, it may be
made somewhat
breathable if a fine cloth mask is placed
over the mouth
(although strenuous action is not possible
under such conditions).
It is therefore possible to descend to
the surface
beneath the dust, and there to examine
in the dim and
dust-laden atmosphere the ruins of towns
and cities, for
each dust-lake seems to have been just
such a site before
the Rain of Colorless Fire.
Were a descent into the dim and choking
lower reaches of
a dustlake the sole barrier to manhood
among the nomads,
there would not be so many “boys” of 30
and 40 years.
Unfortunately for divers a number of other
creatures also
live in the soup of particles. Among these
are the aforementioned
burrowing worms, which seem to prefer these
spots
as lairs. Water pools there in small amounts,
and certain
peculiar fungoid life forms are also attracted.
Last but not
least there are the abhorrent “osid-mrin,”
a man-like race
which according to local legend first built
the cities
beneath the dustlakes, and which (again
according to hearsay)
have a desire to bring recruits into their
new race
through a gruesome operation or transformation.
Nevertheless
the rewards are as great as the perils:
not only full
manhood in the tribe but also gems and
jewelry for decoration
as well as other more civilized treasures
which are the
more prized tokens of a dive, such as artworks
or books, or
even magical items.
The architecture of the southwestern ruins
is notable for
its large domes and tall onion-topped minarets,
which occasionally
protrude above the dust and provide a channel
downwards.
Notes to the Dungeon Master
The nomads
in the southwest each have type Q treasure.
The “osid-mrin” are meenlocks. Also present
in the fertile
dust are purple worms and ankhegs. Movement
in the
water-dust is the same as that in water.
The bottom of the
dust-lakes will support a wide variety
of fungoid creatures,
including myconids in those not infested
with meenlocks.
The dust of the central regions forms a
strong lye when
mixed with water.
Reduce - Reuse - Recycle
I was creating a different
sort of setting for the underdark, one with some new and some familiar
races and monsters.
As with Shadowland and the
Sea of Dust I never got to really develop the naw material, save for the
Drow.
Cheers,
Gary