One hex south, one southwest of Alakran.
Here's a featureless 5 mile hex of dune belt, known as an erg, a region of shifting sandy hills.
The linear dunes in the west are molded by winds blowing from both north and south, and their slopes are symmetrical, and stretch from east to west. Their ridges are sharp, like sword blades. There are 1-2 of these ridges to each 1 mile subhex. Travel time through them is tripled in any direction except from east to west, which is only 1 1/2 times the base rate.
Camel mounts reduce any tripled travel time thrugh dunes to double.
The dunes suppress any visible vegetation, yet life there is, in and on them. In this dune hex, if a lair encounter is rolled (1 on d20), a sand-burrowing skink -- a brown, white, and orange lizard no more than eight inches long --will pop its head out, look around, then dart back under the dunes.
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