Overview
The largest desert in Lendahnna, the Huvzalte Desert is home to a great number of dangers even beyond the heat. However, with those dangers come some of the greatest pieces of history and power on the plane. During The War it is said that much of the desert was home to the fiercest battles waged, and myth says the sands themselves were born from the grinding of the bones of Angels, Demons, and Devils alike.
Geography
The desert has nearly all the features one would typically expect of a region of that kind. It is very warm, nearly year round, though it gets cold in the evening after the sun has set.
The desert itself is home to large dunes the largest of which situate themself in the southeast, some being taller than mountains. There are small pockets of water and oasis around the space but it typically takes days if not weeks of foot travel to get between them.
The easiest way to traverse the sands is via Ivgrain Fish and skiffs, Camels, Horses, or Wallamos.
Despite the harsh environment the position of Oruk’s Mir makes traversing the desert relatively easy in terms of navigation if one has the ability to survive.
Adjacent Regions
- Oruk’s Mir - North
- Sea of Yimmuz - West
- Rak’tpan Mesas - South
- Phrados Flatlands - East
Climate
General
During the day the desert is swelteringly hot. Unless given natural resistances due to their Ancestries, most Mortals need good covering to not be cooked from the sun over days of travel.
In the evening, the desert does get very cold after the sand has a chance to cool. The taller the more likely one side shall get near frigid at times.
Additionally, dust storms, sand storms, and occasional downpours do grace the desert. Weather can typically be determined based on wind patterns. The closer to the mountains one gets, the more likely they may also experience sink holes and quakes which can lead to quick sand burials.
Seasons
Huvzalte Desert does not experience seasonal climate on the scale of most of Lendahnna. That said on very rare occasion is has snowed for a few weeks in the heart of Winter during the night.
Ecology
This is a non exhaustive list of the types of things that live in the desert. Some will be expanded on, others will be broad categories.
Fauna
- Worms
- Various sizes. Most do not grow bigger than big cattle. Though the smaller the dunes the more chance of worms and their size being higher.
- Birds
- Vultures
- Hawks
- Rocs
- Lizards
- Small and large. Lizards of all kinds roam the desert.
- Dragonettes
- Smaller wyvern and dragon like creatures of various kinds.
- Camels
- Wallamos
- A large bipedal lizard like creature that has a bit of featherage. Used to be trained and mounted. Quick but typically short ranged travel mounts.
- Ivgrain Fish
- Large flat pale scaled fish creatures that shift just under the surface of the sand. They can move extremely quick and have been used for pulling skiffs.
- Rodents
- Snakes
- Scorpions
- Beetles
- Blue Drakes
- Basilisks
- Ankheg
Flora
- Dry Shrubbery
- Cacti
- Dust Moss
Places of Interest
This is a non-exhaustive list and only shows those on the map. There are smaller settlements and locations the desert over.
Tarruset
The independent city-state on the south edge of the desert. Nestled against the Rak’tpan Mesas. A key travel and trade hub for the region and Lendahnna.
Din Herkus
Built on a small Oasis, Din Herkus the second largest city behind Tarruset within the Desert. Under the Moh’Drun Empire’s rule and command the city is home to a great deal of wealth. Serving as a vacation and tourist hub for the denizens of Din Moh’Drun. In addition, some of the higher stationed members of the government and army that hail from outside the capital make residence here. Its somewhat close proximity to the Sea of Yimmuz and the Eye of Huvzalte makes it relatively safe to travel to.
Eye of Huvzalte
A forward bastion, a research station, a skiff station, and a key hold for the Moh’Drun Empire’s dominion in the south. All of those are descriptors for the Eye of Huvzalte. A towering fortress and city. The Eye is home to a strong military presence, a hiring location for mercs to take Imperial work., a research location for something publicly unknown but thought to be some form of infrastructure, and pass through for all skiffs leaving Din Moh’Drun. The Eye is positioned before the harshest portions of the desert make themselves known.
Din T’sinari
Built against and inside a massive cacti colony, Din T’sinari is a relatively peaceful holy and natural centric city within the desert. A great deal of medicinal and herbal products get exported from the city. Additionally, several churches and holy sites are present. That said, the importance of the location results in a firm watch from the Empire. Din T’sinari is heavily guarded and protected, and imports or exports are monitored carefully.
Umalte’s Waste
While technically under Moh’Drun Empire control, Umalte’s Waste is a different kind of den. Here thieves, killers, wanders, and unsavory folk of any kind gather in the depths of the desert. Gathered together to protect one another from the harshness of the wilds only to consider stabbing in each other in the back when best fit. In addition to the grifters several factions and groups roam through the area on all sides.