THE SOUTHLAND
A Fantasy Core Setting
© Jerry Harris 2014
(This link will take you to the
Fantasy Core Index.)
Big Sandy (The Southland Deserts)
Seven Sisters Myth: The Sisters found no refugee
across the battle-scarred landscape of their homeland. They cursed this land to never bear
inhabitants again.
[I’m sure you’ve got or read some weird little adventure
delves that you’re not sure what to do with.
Here’s where to put them.]
The deserts of the Southland were the sites of the many of
the heaviest of magical battles in the Ancient Civil war, where cities were
razed to component atoms. They go by
several names, but the locals tend to lump them together under the name, “Big
Sandy”. Not only has the environment
been destroyed and reduced to near lifeless desert, reality itself has been
warped. The Humanoids instinctively
avoid the worst areas. So far, the
humans haven’t been quite as bright, as explorers often wander off into the
desert never to be seen again.
As reality is tenuous in this desert, anything can
happen. There are ghosts, demons,
spirits trapped in time loops, and transit zones to other times in Southland
history (past and future). Sandstorms
are often prelude to weirdness and travelers can end up anywhere, encountering
anything. Just as suddenly, they can
find themselves back right back where they started.
[For Ref’s who like environmental effects, this is for
you. Otherwise, just ignore this.] For characters not acclimatized to the desert
(at least a month), they must make a DC 12 Fort Sv each day they are active
(traveling for example). Failing that
Save, they can still function, but all of their Bonuses and Skills go to
0. A day’s rest will cure this
condition. Without that rest, DC 18 Fort
Sv the next day. Success means you’re
still in the same condition. Failing it,
you’re incapacitated and must rest two days to fully recover. Also, traveling in metal armor automatically
zero’s out your Bonuses within an hour and forces the DC 18 incapacitation
save. So, just put your armor on right
before expected combat.
Mad Maximilian and
the Lost Caravan is one of the most famous Southland colonial legends. Max was a famous retired Ranger who lead 200
colonists inland to a massive oasis he claimed to have found in the
desert. It’s not that they’ve entirely
disappeared, it’s that 20 years later, people in the desert are still claiming
to have encountered them. Most of the
tales say that Max, un-aged, is still trying to lead his people to the Promised
Land. Sometimes, the teller of the story
had dinner with them and stayed the night, only to wake up alone. Others say, the caravan has turned into
cannibalistic monsters and teller only barely escaped them. There are any number of variations on the
story. It has been said that those lost
in the desert can call for Mad Max, and he’ll appear and lead them to safety.
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