Introduction
The Badlands, also known as The Ravaged Expanse, is a vast, arid wasteland defined by towering, sun-baked rock formations, deep canyons, and endless, shimmering desert. It is a land of extreme hardship, where only the strongest survive the relentless environment and the constant territorial warfare. The Badlands is not a unified land; it is home to nomadic tribes, warlords, forgotten ruins, and is currently fractured by the oppressive influence of the militaristic Ashen Dominion.
Regional Effects
The harshness of the land dictates survival, punishing the unprepared:
- Blazing Sun & Heat Exhaustion: The extreme daytime heat is unrelenting. Any creature that travels for more than 4 hours without adequate shade or access to water must succeed on a Constitution Saving Throw (DC 13) or gain 1 level of Exhaustion. This DC increases by 1 for each subsequent check.
- Dust Choking Winds: Violent, swirling winds constantly limit visibility across the open desert. Visibility is limited to 30 feet, and creatures making Ranged Weapon Attacks at targets beyond 30 feet have Disadvantage.
- Flickering Mirage: The combination of heat and supernatural forces near ancient ruins sometimes creates powerful illusions. A creature that stares too long at the horizon may need to succeed on a Wisdom Saving Throw (DC 10) or briefly hallucinate, potentially mistaking an enemy for an ally, or vice versa.
Notable Locations
1. The Iron Citadel (Ashen Dominion Territory)
The military and political heart of the dominant faction, The Ashen Dominion, ruled by High Warlord Zha’kran. This massive fortress is carved directly into the largest natural rock formation, serving as the central hub for their conquest efforts.
- Dominant Races: Orcs, Hobgoblins, Minotaurs.
- Possible Encounters: Elite Hobgoblin soldiers, Orc war machines, Minotaur Siege Breakers.
- Legends Say: The Citadel’s foundations sit atop an ancient subterranean vault housing a vast armory of forgotten warfare technology.
2. The Sunken Necropolis (Zephiron)
A lost city rumored to have defied the gods centuries ago, its colossal stone towers now protrude from the rolling dunes. Much of the city remains buried, guarded by powerful magic and ancient constructs.
- Possible Encounters: Ancient constructs, cursed cultists, elemental spirits of sand and stone.
- Whispers Tell: Deep beneath the sands lies the Crown of Defiance, a relic granting its wearer immunity to divine magic, which Zha’kran desperately seeks.
3. The Nomad Territories
Vast, open stretches of desert where the Free Tribes—small, resilient groups of Humans, Orcs, and Goblins—constantly move, avoiding the Dominion patrols and utilizing forgotten oases.
- Dominant Races: Nomadic Humans, Free Orc Tribes, Scavenger Goblins.