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Badlands

From tedors

The Badlands are a shattered, volatile region of untamed magic and desolation, a scar on the Windren Isles created by an ancient magical catastrophe. Uninhabitable for most and rife with dangers, the Badlands serve as both a barrier and a tantalizing lure for those willing to brave its mysteries. The region touches all major nations of the mainland, making it a point of contention, opportunity, and dread.

Geography and Magical Landscape

  • Chaotic Terrain:
    • The Badlands are a patchwork of jagged cliffs, ash plains, and warped forests. The land itself bears visible scars of the magical upheaval, with floating debris, glowing rifts, and patches of unnatural vegetation.
    • Rivers run dry only to reappear miles away, and the weather is erratic, with sudden storms of arcane fire or showers of glowing crystals.
  • Wild Magic Zones:
    • Much of the region is pockmarked with zones where magic behaves unpredictably, creating areas of both immense danger and potential power.
    • These zones range from minor anomalies, like reversed gravity or temporal distortions, to catastrophic phenomena capable of consuming entire adventuring parties.

Political and Social Dynamics

  • No Central Governance:
    • The Badlands are entirely lawless, with no nation claiming formal control. The dangers make permanent settlements impossible, and its proximity to multiple borders ensures that no single power can dominate the region.
  • Kelraug’s Lair (The Hub):
    • The only significant population center is Kelraug’s Lair, a sprawling network of volcanic tunnels and halls serving as the Isles’ largest black market.
    • Kelraug, an ancient red dragon, dominates this hub with absolute authority. His greed and appetite for power keep the region in tenuous order, as he allows trade in exchange for exorbitant tributes to his hoard.
    • Governing Structure: While Kelraug reigns, his worshipers and trusted underlings manage the day-to-day affairs of the hub, ensuring that it remains functional rather than descending into chaos.

Historical Origins

  • The Catastrophe:
    • Formed during the Skyreach-Highwall war, the Badlands’ creation was long attributed to reckless use of magic by both sides. However, the truth is far darker:
    • The Cult of True Windren exploited the war’s chaos to enact a ritual aimed at seizing control of Laphelia’s Anchor. Though thwarted by The Six, the ritual’s disruption caused a catastrophic ripple through the Weave, annihilating the once-lush lands.
    • The resulting magical cascade permanently scarred the region, turning it into the chaotic wasteland it is today.
  • Blame and Conflict:
    • Skyreach and Highwall both blame one another for the catastrophe, using the Badlands as a political cudgel in their ongoing cold war. This mutual distrust ensures that the truth of the Cult’s involvement remains obscured.

Key Features and Landmarks

  1. Kelraug’s Lair:
    • The Hub of Trade: The lair serves as a center for illicit trade, dealing in forbidden magic, rare artifacts, and contraband.
    • Access: Its central location in the Badlands makes it reachable only by airship or magical means, discouraging all but the most determined visitors.
    • Security: Kelraug’s minions enforce a brutal semblance of order, while the dragon himself looms as an ever-present threat to those who might defy his authority.
  2. The Weave Scar:
    • The epicenter of the catastrophe, a massive crater brimming with unstable magic and shattered ley lines. The air crackles with energy, and strange phenomena abound.
    • Adventurers occasionally seek out the Weave Scar in hopes of harnessing its power, but few survive its dangers.
  3. The Shattered Peaks:
    • A jagged mountain range bordering the Badlands, formed from the land’s upheaval during the catastrophe.
    • Home to marauding bands of creatures and rogue spellcasters seeking refuge from the law.
  4. Floating Shards:
    • Massive chunks of land suspended mid-air by residual magic, forming treacherous aerial landscapes. These shards often host rare resources but are just as likely to be nests for deadly creatures.
  5. The Phantom Grove:
    • A warped forest where time and space flow unpredictably. Travelers report encountering echoes of the past or future and being hunted by ghostly creatures.

Inhabitants

  • Kelraug and His Court:
    • Kelraug’s worshipers and lieutenants are a mix of cultists, mercenaries, and rogues. These individuals enforce his decrees and manage the operations of his lair.
  • Underdark Intrusions:
    • The Badlands’ weakened planar barriers have allowed Underdark creatures to emerge, creating additional threats.
  • Wanderers and Outlaws:
    • The lawless nature of the Badlands attracts exiles, rogue mages, and fugitives, many of whom form transient communities that seldom last long.