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desert_side [2025/03/21 14:46] – [Overview] admindesert_side [2025/11/28 03:40] (current) – [Climatic Conditions & Geography] admin
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 ====== THE DESERT SIDE ====== ====== THE DESERT SIDE ======
  
 +{{:desert_side_illustration_scenic2d.png?direct&600|}}
 ===== Overview ===== ===== Overview =====
  
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 What lies beyond the salt flats and endless dunes remains a mystery. Unknown landscapes, undiscovered lifeforms, and forgotten ruins may yet lie buried beneath the scorching sands. What lies beyond the salt flats and endless dunes remains a mystery. Unknown landscapes, undiscovered lifeforms, and forgotten ruins may yet lie buried beneath the scorching sands.
 ===== Climatic Conditions & Geography ===== ===== Climatic Conditions & Geography =====
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 +{{ :kivara_gg_scenic_2d.png?200|}}
  
 The general temperature ranges from 40°C to 70°C, with the transitional zones near the Habitual Belt being slightly less extreme. Since the Desert Side is exposed to continuous solar radiation without atmospheric protection, conditions are extremely dry and hostile. Survival for most mammals is impossible without specialized adaptations or artificial protection. Vegetation is scarce, and water sources are nearly nonexistent due to high evaporation rates. The general temperature ranges from 40°C to 70°C, with the transitional zones near the Habitual Belt being slightly less extreme. Since the Desert Side is exposed to continuous solar radiation without atmospheric protection, conditions are extremely dry and hostile. Survival for most mammals is impossible without specialized adaptations or artificial protection. Vegetation is scarce, and water sources are nearly nonexistent due to high evaporation rates.
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 The only exceptions to this barren environment are found in the transitional zones near the Habitual Belt. Here, temperatures are lower, and remnants of ancient forests — now completely petrified — still stand. These "fossilized forests" formed when plant material was rapidly mineralized under extreme conditions, preserving them as stone replicas of their original form. The only exceptions to this barren environment are found in the transitional zones near the Habitual Belt. Here, temperatures are lower, and remnants of ancient forests — now completely petrified — still stand. These "fossilized forests" formed when plant material was rapidly mineralized under extreme conditions, preserving them as stone replicas of their original form.
  
-The most well-known of these is the "Lea Gha Elashe" (Forest of the Dead), located in the Region Tijonara, south of the boundary line, on the eastern shore of [[lake_arla|Lake Arla]]. The [[the_natives_tribes_of_voi_700_d|Native Tribes]] of the bordering region [[asari|Asari]] consider this forest sacred, believing it to be the resting place of their ancestors' spirits, where they can seek wisdom and guidance. This forest transitions into the "Gha Sol Shaol" (Gate of the Gods) mountain range, a towering formation that extends over 100 kilometers, serving as a natural barrier between the Habitual Belt and the Desert Side.+The most well-known of these is the "[[Lea Gha Elashe|Lea Gha Elashe]]" (Forest of the Dead), located in the Region Tijonara, south of the boundary line, on the eastern shore of [[lake_arla|Lake Arla]]. The [[the_natives_tribes_of_voi_700_d|Native Tribes]] of the bordering region [[asari|Asari]] consider this forest sacred, believing it to be the resting place of their ancestors' spirits, where they can seek wisdom and guidance. This forest transitions into the "Gha Sol Shaol" (Gate of the Gods) mountain range, a towering formation that extends over 100 kilometers, serving as a natural barrier between the Habitual Belt and the Desert Side.
 ==== Known Regions of the Desert Side ==== ==== Known Regions of the Desert Side ====
  
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 ===== Fauna ===== ===== Fauna =====
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 +{{ :borr_gg_scenic_2d_04.jpeg?direct&200|}}
  
 While most of the Desert Side is inhospitable to life, some regions support highly adapted creatures: While most of the Desert Side is inhospitable to life, some regions support highly adapted creatures:
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 ===== Native and Exohuman Population ===== ===== Native and Exohuman Population =====
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 +{{ :desert_people_illustration_scenic2d.png?direct&200|}}
  
 The Desert Side is largely uninhabited due to its extreme conditions. However, a small exohuman subculture has emerged within the Gamma Age: The Desert Side is largely uninhabited due to its extreme conditions. However, a small exohuman subculture has emerged within the Gamma Age:
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 ===== Tactical Advice for Dungeon Masters ===== ===== Tactical Advice for Dungeon Masters =====
  
-The Desert Side is a brutal, high-risk environment that rewards creative problem-solving and survivalist thinking. Dungeon Masters can use the Tijonara Region as a more accessible introduction to the Desert Side before sending players deeper into unknown regions.+The Desert Side is a brutal, unforgiving environment that challenges players to think creatively, act resourcefully, and survive against the odds. Its relentless heat, scarcity of water, and ever-shifting terrain make it ideal for high-risk, exploration-heavy campaigns centered around endurance, ingenuity, and the raw will to press forward. 
 + 
 +Dungeon Masters can use the Tijonara Region as a narrative staging ground — a relatively accessible and partially mapped area that offers a foothold before players venture into the vast, undocumented interior. Its proximity to the well-settled Asari Region allows for supply routes, political intrigue, and early story arcs before the group sets out into the great unknown. Thematically, the Desert Side is a land defined by absence — of water, of shelter, of safety, of certainty. It provides fertile ground for stories about:
  
-Worldbuilders should keep in mind that the Desert Side is defined by absence — of water, shelter, law, and certainty. It is a perfect setting for stories about isolation, endurance, and forbidden exploration. While much of the region remains unmappedits harshness allows for near-complete narrative freedom. Ancient alien ruins, solar cults, lost technologies, or mutated wildlife can all be justified by the planet’s extreme conditions and the lack of verified records.+  * **Isolation and mental strain under the blazing sun** 
 +  * **Forbidden knowledge and relics of civilizations long buried beneath the dunes** 
 +  * **Moral ambiguitywhere laws no longer apply and survival dictates choices** 
 +  * **Solar cults, mutated wildlife, or technologies altered by centuries of exposure**
  
-When designing locations, consider layering your settings with mystery and mirage — landmarks that shift with the wind, myths born from dehydration, or structures visible only during certain solar alignments. The Tijonara Region in particularas the only well-documented zonecan serve as a narrative anchor — a last known checkpoint before the players descend into the blazing unknown.+This region offers nearly unlimited narrative freedom due to its unexplored nature and extreme environmental conditions. The lack of verified maps or records allows Dungeon Masters to invent entire biomessocietiesand ancient sites without contradicting canon — as long as these inventions stay grounded in the technological and ecological limitations of VOI 700 D.
 ==== Beta Age (2625–2631) – The Era of Exploration and Survival ==== ==== Beta Age (2625–2631) – The Era of Exploration and Survival ====
  
desert_side.1742568368.txt.gz · Last modified: 2025/03/21 14:46 by admin

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