The Scars of Magic: odd locations to find in the Athasian desert

Blood Dunes (The Plain of Rust). This 3 by 4 mile basin at the foot of a canyon winding down from the mountains above is now filled with red-streaked star dunes. Folklore says that this is the blood of warriors killed in an ancient battle, mingling with defilers’ ash. The bones of ancient soldiers are often revealed by the shifting winds…

In truth, the red streaks in this area are rust. Once this basin held a lake; on its shores one of the first major battles of Borys’ war against the dwarves was fought. The dwarves were armored in an ancient style, fully clad in steel plate from helm to boots. They resisted the arrows of the Champion’s archers, and showed enormous morale, standing firm in the face of lightning, fire, and magic missiles hurled by Borys’ defilers. Rather than smashing the more lightly armored troops of his relatively new army into the dwarves’ unyielding line, Borys unleashed his own power, casting a mighty spell that turned the dwarves’ armor and weapons to rust in an instant. Unarmed and unarmored, the dwarves were quickly cut down by Borys’ cruel legion.

The Lake of False Hope: Amid a vast stretch of lifeless stone, a huge body of water (a mile long and half a mile wide) sparkles beneath the crimson sun. This lake was created by an elemental Water gate produced by incredibly powerful defiler magic. However, the land around it was completely defiled in its creation, and there is no life whatsoever in this water - no fish, no insects, not even algae. The barren stones around this lake have no plant life, no food sources even for kanks, within two miles of the shore. While the water is drinkable, the lack of a food source means no one can settle here.

Preservers’ Folly: The strange forest of this valley was created during Athas’ desertification by a misguided and desperate alliance of druids and preservers.

The canopy of this forest is made up of unusual, magically mutated oak trees and bogo trees. The highest branches, which form the uppermost canopy, produce very tough, scale-like leaves, designed to retain water; lower branches produce softer and greener leaves. The understory of the forest is largely composed of palms, ferns, and vines; however, several deadly plants are also abundant. The ground cover is sparse, since the forest’s shade is so complete, but moss grows in many places. The canopy is not especially high, only about 25-30 feet; the mutated trees grow wide rather than high, interlocking branches to provide a complete cover. The understory palms and ferns usually grow no more than 10 feet high.

The first danger upon approaching this forest is from the burstbubble plants, another magical mutation. There is a zone of scrub plain vegetation about half a mile wide between the dense forest and the sands beneath. Burstbubble plants grow thickly among the normal plants of the scrub plain. A burstbubble plant looks like a dome-shaped cactus; but including those parts beneath the ground surface, the plant is almost a complete sphere (up to 4’ diameter).

Burstbubbles are incredibly sensitive to the power draw of arcane magic. If defiler magic is cast within 30 yards/90 feet of a burstbubble (even if the plant is outside any defiling radius), or if preserver magic is cast within 10 yards/30 feet of it, the plant explodes. A cloud of deadly poison gas affects all animal life within 30 yards/90 feet (2E: save vs. poison, failure means death, success inflicts 10 damage; 5E: 10d6 poison damage, Con save DC 15 for half damage).

In the absence of magic, burstbubbles grow up to 4’ diameter, then become detoxified and produce spores. They burst naturally at this size, releasing spores which grow into new plants, rather than poison gas. It takes twenty years for a burstbubble plant to grow from spore to 4’ diameter.

Those who do not cast arcane magic will pass safely through this area. Alternately, the burstbubble plants can be avoided if the valley is approached from the upper end, but this essentially requires flight. The valley of Preservers’ Folly is a box canyon surrounded on three sides by sheer cliffs 500 to 1,200 feet high; these cliffs have razor-sharp ledges that would make any attempt to climb down with a very long rope probably lethal.

At the edge of the forest, a dense curtain of vines separates the sun-scorched scrub plains from the shady forest depths; strangling vines are interwoven thickly with the more normal vines here. Anyone entering the forest will pass within reach of several strangling vines.

Strangling vines also weave through the branches of the canopy trees, seizing and preying upon flying creatures; this means even an entry by flight will not bypass the vine barrier.

Inside the forest itself, bloodvine (see The Ivory Triangle), poisonweed and blossomkillers are commonly found. As one approaches the heart of the forest, the poisonweed becomes more dense, and brain seeds begin to appear.

Over two dozen trees of life, enchanted by the original alliance of druids and preservers, grow in the heart of the forest; but any attempt to tap these trees of life for magical power is deadly. The trees grow about 150 to 200 yards apart, to protect the largest portion of the valley. Each tree is guarded by several brain seeds and by very dense stands of poisonweed; in combination, this makes the heart of Preservers’ Folly the thickest growth of brain seeds anywhere in the known regions of Athas.

5 Likes

Very cool, this would make the bulk of an article.

2 Likes

Thank you!

I’m very new here, I don’t know the procedure to turn something into an article or submit one.

2 Likes

@The_DMs_Revenge I think your help is needed

1 Like

I had been thinking the same thing. :heart:

I’ll PM you, @WingofCoot

Is it Preservers’ Folly or Druids’ Folly?

1 Like

Preserver’s Folly definitely sounds better, name-wise, IMO.

I changed the name but failed to fix it in the body text … Should be Preservers’ Folly.

Fixed now.

1 Like

The Glass Craters - Standing amid a wide expanse of sandy wastes, these are three bowl-shaped depressions about a quarter-mile apart. Each is about 200 feet wide and 60 feet deep. The rock forming each crater is a strange glassy stone, similar to obsidian but a bilious green.

The stone is impervious to water, so after FY10, Tyr-storms in the area will lead to water pooling in the craters until the sun’s rays evaporate it.

Nomadic herders, elven tribes, and thri-kreen packs of the surrounding desert avoid this area; a powerful undead creature of some sort lurks here.

The Weathered Giants - Massive stone heads, hands, arms, shoulders, and torsos - far larger than human scale - project from a massive golden sand dune. Most of these are badly weathered recognition, and some are broken, but occasionally the shifting of the dune will reveal an intact statue.

These are the result of one of Dregoth’s most powerful spells, petrifying an entire clan of giants. While most of the giants are weathered at the bottom of the dune one or two intact giants might be restorable by a stone to flesh spell. If restored, these giants would remember the Cleansing Wars, with a completely different culture and knowledge base than the modern Athasian giants of the Silt Sea islands.

5 Likes

17756435936982090251702493492382

1 Like

Ok, now for the really strange things…

The Scar of Echoes

The dry basin of a pond or small lake, about two hundred feet wide, is surrounded by a stretch of orange stony barren, with notably fewer cacti and other desert plants than normal.

A magical boundary surrounds the area, at 1,000 feet from the center of the dry pond. As soon as a humanoid of any of the Rebirth-originated races* steps over the boundary of the area, they are swathed in an illusion. This causes the subject of the illusion to appear as a human, and also changes the appearance of their clothing and equipment to ancient Green Age standards - clothing becomes flowing white linen, stone and bone weapons become steel equivalents, chitin armor becomes steel armor, and so on.

The illusion affects both sight and scent, but not other senses - subjects are still heard speaking the languages they actually speak, touch will show that items are not actually metal, etc. The subject’s actual abilities, and the function of their equipment, are not affected by the illusion. The illusion ends as soon as the subject leaves the area.

The land itself here is essentially a magic item, enchanted during the Cleansing Wars to disguise a village of gnomes and dwarves who had fled from settlements destroyed early in the Wars. It still functions, but its illusion ultimately proved insufficient; the Champions’ forces discovered the truth and destroyed the village so thoroughly that no sign of structures remains.

*note that this excludes halflings and thri-kreen, as well as half-giants (which did not yet exist when the illusion was created).

The Blighted Stone.

Amid the vast Hinterlands scrub plains, many miles from any trace of settlement, the landscape of colorful stone, scrub, and desert grass is broken by a 150-foot-diameter circle of porous, dull gray rock. The pores are small and subtle, and the rock forms a perfectly level surface.

Spells fail here; the rock impedes the flow of life energy from plants and soil beyond its bounds, and even elemental magic seems to bleed away into the stone once called upon. This is not a full antimagic field effect, however; magic items function, and spell effects can be produced from stored magical energy (in items such as scrolls, wands/stages, rings of spell storing, etc.).

This structure is the relic foundation of an ancient Blue Age building, turned gray and blighted by defiling.

The Tower of Dry Mists

This three-level stone tower is filled with a writhing gray mist - but this mist does not wet anything it touches. In fact, this is not true mist but an overlap of the Gray into the Material Plane.

The “mist” contains a number of undead, and any intelligent creature which dies here will become some sort of undead - often a mindless skeleton or zombie, but sometimes something much more powerful.

However, due to the nature of the “mist” as a form of planar overlap, undead which are animated in this way cannot survive for long outside the Tower - separated from the Gray energy in the area, they fade and wither to scattered bones (or to nothing, in the case of incorporeal undead) within a few hours.

This tower was once a research site for one of Rajaat’s defilers who was not selected to become a Champion. Experimenting with the energy of the Gray, he accidentally released a surge of power which created the mists in this area, transformed him into a t’liz, and changed his assistants and slaves into other undead. The t’liz still lurks here.

3 Likes

The Tower says “caves” in the text.

1 Like

Thank you, another editing error…

All of this is awesome💪

Thank you!

The Silt Peak

This odd site is a small, horseshoe-shaped inland silt basin (about 200 feet across) with a rocky outcropping, walled by sheer bluffs on three sides, within the horseshoe. The outcropping is 50 feet high and about 80 feet wide.

Just beneath the surface of the silt is a cave opening, which rises up to a chamber about 20 feet wide and 8 feet high (filled with air rather than silt) within the outcropping.

This site is a paraelemental shrine of silt (see Earth, Air, Fire, and Water). Its keeper is Rhavla, a 6th-level female elf cleric of silt. The cave contains her crude bed and her few possessions.

Rhavla is a relatively new and weak cleric to be responsible for a shrine, but her teacher died prematurely to the swords of a slave tribe that he sought to convert to the worship of elemental silt.

2 Likes

Ooooh, silt peak makes me think of a Hackmaster adventure, The Hungry Undead. Rather than a shrine of Silt, the entrance got silted over in a flood, and a bunch of vampire variants got stuck inside.

2 Likes