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Sunscar Dunes

a hot, arid land

Red dunes, salt flats and the oasis towns of the fennec caravans. Carry water, and watch the sky.

Landmark
the Buried Colossus
Folk
fennec caravaneers
Dragon
Duneshrike
Climate
scorching noons, freezing nights
Hazards
sandstorms, noon heat, cold nights
Trades
salt, dates, glass, fulgurite

What the land does

Sandstorms that move the land

Beasts caught out in it are blinded and slowed. When it passes, sand banks over the roads near the heart and over the doors of dug colossi, and what it buried lies bared for a day.

You will notice: The sky browns and the sand races low over the ground while beasts run for cover; afterwards drifts lie across the roads and finds stick half out of the sand.

What helps: Sand Veil

The noon hush

The open noon's heat (over 85 warmth it slows stamina); most beasts shelter or burrow out of it, the market keeps siesta and the dunes go quiet. A cloudy noon is no hush.

You will notice: Beasts lie up in the shade, the streets empty and the music thins almost to nothing under the white light.

What helps: Dune Robe, Sand Veil, Waterskin

Oases that breathe

After a day without rain the oases' shallows dry from the shore inward, baring wet mud and then cracked clay, down to their deep pools after five dry days; a storm fills them again. Beasts crowd the water that is left.

You will notice: The shoreline moves: wet mud at the water's edge, cracked clay where it stood, beasts at the shrunken pools.

What helps: Waterskin

Customs

Places

Creatures

Fish

Crops

Goods of the land