Western Provinces: Difference between revisions

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Nothing at all grows in the Sand Sea, as the combination of salt poisoned sand, shifting ground surface, and total lack of usable water combine to make plant life impossible. As for animals, only the absolutely most hardy of the lizards survive, and the shifting sands prevent slow-moving silicas from surviving either, as they are buried and die without sunlight. Unfortunately, magical monsters and spirits find the Sand Sea to be quite hospitable. There are all manner of desert dwelling monsters and spirits out in the Sand Sea, such as dust devils, skriaxits, efreeti, etc. One of the most unnerving and terrible aspects of the Sand Sea is the reputation it has as a haven for Vampires. According to legend, the sunlight in the Sand Sea is so deathly it can be born by undead with no harm! Given this partial listing of terrors and hardships it would be safe to assume that no one goes out into the Sand Sea unless it is absolutely necessary, but in truth there is a native population that lives out there!
Nothing at all grows in the Sand Sea, as the combination of salt poisoned sand, shifting ground surface, and total lack of usable water combine to make plant life impossible. As for animals, only the absolutely most hardy of the lizards survive, and the shifting sands prevent slow-moving silicas from surviving either, as they are buried and die without sunlight. Unfortunately, magical monsters and spirits find the Sand Sea to be quite hospitable. There are all manner of desert dwelling monsters and spirits out in the Sand Sea, such as dust devils, skriaxits, efreeti, etc. One of the most unnerving and terrible aspects of the Sand Sea is the reputation it has as a haven for Vampires. According to legend, the sunlight in the Sand Sea is so deathly it can be born by undead with no harm! Given this partial listing of terrors and hardships it would be safe to assume that no one goes out into the Sand Sea unless it is absolutely necessary, but in truth there is a native population that lives out there!


The nomads of the Sand Sea are surely one of the most interesting subcultures that exists in the Empire today. Their entire culture is based on a nautical tradition, of all things. Their tribes are called ships by the natives and they march nightly in ritual paths they call currents. They fight with naval weapons, sabers, whips, cutlasses, etc. Since the ever changing Sand Sea has no landmarks they navigate by using the stars, just as more traditional sailors do. The only water they get is that which is created by their priests every day in prayers to their strange nautical gods. They worship an ancient and mostly forgotten pantheon of sea gods, as well as Primal Desert, Termanent
The nomads of the Sand Sea are surely one of the most interesting subcultures that exists in the Empire today. Their entire culture is based on a nautical tradition, of all things. Their tribes are called ships by the natives and they march nightly in ritual paths they call currents. They fight with naval weapons, sabers, whips, cutlasses, etc. Since the ever changing Sand Sea has no landmarks they navigate by using the stars, just as more traditional sailors do. The only water they get is that which is created by their priests every day in prayers to their strange nautical gods. They worship an ancient and mostly forgotten pantheon of sea gods, as well as Primal Desert, Termanant


In typical Celegian fashion, the Empire regularly patrols the Sand Sea in large groups, heavily supported by mages and priests. This is the most feared punishment detail in the Empire, simply because marching in the salty sand in the heat is incredibly uncomfortable. Fortunately, the Grimlanders (as they like to call themselves) are by and large a peaceful group. The simple struggle for survival in the extreme conditions is enough to occupy most of their aggression, and the desert itself keeps them safe from the depredations of their neighbors, the Arrakanza. The Arrakanza find the Grimlanders totally despicable for some odd reason of their own and regularly ride into the Sand Sea to kill them. Far more often the Grimlanders find the bones of the Arrakanza a few days later. On those occasions when the Arrakanza do find some Grimlanders, the Grimlanders give a fairly good account of themselves. The Desolation was not felt in the slightest by the Grimlanders, except that there were far fewer Imperial patrols to worry about for a very long time. No one knows how many Grimlanders there are, and since their entire economy is based on the magic of their priests it is difficult to estimate. The best estimates say there are possibly four hundred thousand of them in all, and the population seems to be falling due to emigration. Gates have likewise had little effect on Pastene except for the farmers outside the Sand Sea, many of whom have left. Those that remain are a hardy lot, and some glimmer of hope has come their way in recent days.
In typical Celegian fashion, the Empire regularly patrols the Sand Sea in large groups, heavily supported by mages and priests. This is the most feared punishment detail in the Empire, simply because marching in the salty sand in the heat is incredibly uncomfortable. Fortunately, the Grimlanders (as they like to call themselves) are by and large a peaceful group. The simple struggle for survival in the extreme conditions is enough to occupy most of their aggression, and the desert itself keeps them safe from the depredations of their neighbors, the Arrakanza. The Arrakanza find the Grimlanders totally despicable for some odd reason of their own and regularly ride into the Sand Sea to kill them. Far more often the Grimlanders find the bones of the Arrakanza a few days later. On those occasions when the Arrakanza do find some Grimlanders, the Grimlanders give a fairly good account of themselves. The Desolation was not felt in the slightest by the Grimlanders, except that there were far fewer Imperial patrols to worry about for a very long time. No one knows how many Grimlanders there are, and since their entire economy is based on the magic of their priests it is difficult to estimate. The best estimates say there are possibly four hundred thousand of them in all, and the population seems to be falling due to emigration. Gates have likewise had little effect on Pastene except for the farmers outside the Sand Sea, many of whom have left. Those that remain are a hardy lot, and some glimmer of hope has come their way in recent days.

Latest revision as of 08:36, 24 December 2019